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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl8
1 files changed, 8 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 18a2aeaeaa..f284afbad0 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -25,6 +25,7 @@
#define PBR_USE_ATMOS 1
#define PBR_USE_GGX_EMS_HACK 0
+#define PBR_USE_IBL 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
@@ -59,6 +60,8 @@
#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel
#define DEBUG_PBR_KSPEC 0 // Output: K spec
#define DEBUG_PBR_REFLECTION_DIR 0 // Output: reflection dir
+#define DEBUG_PBR_SPEC_IBL 0 // Output: IBL specularity
+#define DEBUG_PBR_SPEC_LEGACY 0 // Output: legacyenv
#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: environment reflection
#define DEBUG_PBR_FSS_ESS_GGX 0 // Output: FssEssGGX
#define DEBUG_PBR_SPEC 0 // Output: Final spec
@@ -300,7 +303,12 @@ void main()
kSpec = mix( kSpec, iridescenceFresnel, iridescenceFactor);
#endif
vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y;
+#if DEBUG_PBR_SPEC_IBL
+ vec3 debug_color_spec = specWeight * specLight * FssEssGGX;
+#endif
+#if PBR_USE_IBL
colorSpec += specWeight * specLight * FssEssGGX;
+#endif
// Reference: getIBLRadianceLambertian
vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term