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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl6
6 files changed, 35 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index 5072f16988..e6f2c9d02b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -25,6 +25,8 @@
/*[EXTRA_CODE_HERE]*/
+#define DEBUG_PBR_LIGHT_TYPE 0 // Output Diffuse=0.75, Emissive=0, ORM=0,0,0
+
#define DEBUG_BASIC 0
#define DEBUG_VERTEX 0
#define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse
@@ -120,7 +122,11 @@ void main()
emissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb;
#endif
-
+#if DEBUG_PBR_LIGHT_TYPE
+ col.rgb = vec3(0.75);
+ emissive = vec3(0);
+ spec.rgb = vec3(0);
+#endif
#if DEBUG_BASIC
col.rgb = vec3( 1, 0, 1 );
#endif
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index 513b748f5f..521ad33059 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -27,6 +27,8 @@
/*[EXTRA_CODE_HERE]*/
+#define DEBUG_PBR_LIGHT_TYPE 0
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -106,6 +108,10 @@ void main()
colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
}
}
+
+ #if DEBUG_PBR_LIGHT_TYPE
+ colorDiffuse = vec3(0,0.5,0); colorSpec = vec3(0);
+ #endif
final_color = colorDiffuse + colorSpec;
}
else
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index b86402b031..332cf28fb8 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -28,6 +28,8 @@
/*[EXTRA_CODE_HERE]*/
+#define DEBUG_PBR_LIGHT_TYPE 0
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -202,6 +204,10 @@ void main()
vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+ #if DEBUG_PBR_LIGHT_TYPE
+ colorDiffuse = vec3(0.5); colorSpec = vec3(0);
+ #endif
+
final_color = colorDiffuse + colorSpec;
}
else
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index 8886abb7d1..5d9b4bc877 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -27,6 +27,8 @@
/*[EXTRA_CODE_HERE]*/
+#define DEBUG_PBR_LIGHT_TYPE 0
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -104,6 +106,10 @@ void main()
colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
}
+#if DEBUG_PBR_LIGHT_TYPE
+ colorDiffuse = vec3(0,0,0.5); colorSpec = vec3(0);
+#endif
+
final_color = colorDiffuse + colorSpec;
}
else
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 59076d9760..4e92915dc2 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -27,6 +27,7 @@
#define PBR_USE_GGX_EMS_HACK 0
#define PBR_USE_IRRADIANCE_HACK 1
+#define DEBUG_PBR_LIGHT_TYPE 0 // Output no global light to make it easier to see pointLight and spotLight
#define DEBUG_PBR_PACKORM0 0 // Rough=0, Metal=0
#define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1
#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0
@@ -478,6 +479,9 @@ void main()
#if DEBUG_PBR_SUN_CONTRIB
color.rgb = sun_contrib;
#endif
+ #if DEBUG_PBR_LIGHT_TYPE
+ color.rgb = vec3(0);
+ #endif
frag_color.rgb = color.rgb; // PBR is done in linear
}
else
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 680fcbfab3..b94db1b4cb 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -28,6 +28,8 @@
/*[EXTRA_CODE_HERE]*/
+#define DEBUG_PBR_LIGHT_TYPE 0
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -191,6 +193,10 @@ void main()
vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+ #if DEBUG_PBR_LIGHT_TYPE
+ colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0.0);
+ #endif
+
final_color = colorDiffuse + colorSpec;
}
else