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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl40
1 files changed, 22 insertions, 18 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index f2ae699130..d2176130dc 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -27,23 +27,24 @@
#define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1
#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0
-#define DEBUG_PBR_RAW_DIFF 0 // Output: use diffuse in G-Buffer
-#define DEBUG_PBR_RAW_SPEC 0 // Output: use spec in G-Buffer
-#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance
-#define DEBUG_PBR_DIFFUSE 0 // Output: Radiance Lambertian
-#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
-#define DEBUG_PBR_ROUGH 0 // Output: grayscale roughenss
-#define DEBUG_PBR_METAL 0 // Output: grayscale metal
-#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance
-#define DEBUG_PBR_SPEC 0 // Output: Final spec
-#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: reflection
-#define DEBUG_PBR_NORMAL 0 // Output: passed in normal
-#define DEBUG_PBR_VIEW 0 // Output: view_dir
-#define DEBUG_PBR_BRDF 0 // Output: Environment BRDF
-#define DEBUG_PBR_DOT_NV 0 // Output:
-#define DEBUG_PBR_DOT_TV 0 // Output:
-#define DEBUG_PBR_DOT_BV 0 // Output:
-#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel
+#define DEBUG_PBR_RAW_DIFF 0 // Output: use diffuse in G-Buffer
+#define DEBUG_PBR_RAW_SPEC 0 // Output: use spec in G-Buffer
+#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance
+#define DEBUG_PBR_DIFFUSE 0 // Output: Radiance Lambertian
+#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
+#define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughenss
+#define DEBUG_PBR_ROUGH_ALPHA 0 // Output: grayscale Alpha Roughness
+#define DEBUG_PBR_METAL 0 // Output: grayscale metal
+#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance
+#define DEBUG_PBR_SPEC 0 // Output: Final spec
+#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: reflection
+#define DEBUG_PBR_NORMAL 0 // Output: passed in normal
+#define DEBUG_PBR_VIEW 0 // Output: view_dir
+#define DEBUG_PBR_BRDF 0 // Output: Environment BRDF
+#define DEBUG_PBR_DOT_NV 0 // Output:
+#define DEBUG_PBR_DOT_TV 0 // Output:
+#define DEBUG_PBR_DOT_BV 0 // Output:
+#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
@@ -281,9 +282,12 @@ void main()
#if DEBUG_PBR_METAL
color.rgb = vec3(metal);
#endif
- #if DEBUG_PBR_ROUGH
+ #if DEBUG_PBR_ROUGH_PERCEPTUAL
color.rgb = vec3(perceptualRough);
#endif
+ #if DEBUG_PBR_ROUGH_ALPHA
+ color.rgb = vec3(alphaRough);
+ #endif
#if DEBUG_PBR_SPEC
color.rgb = colorSpec;
#endif