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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl6
2 files changed, 7 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index e4be88926f..6e96186c18 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -27,7 +27,7 @@
#define DEBUG_BASIC 0
#define DEBUG_VERTEX 0
-#define DEBUG_NORMAL_RAW 0 // Output packed normal map "as is" to diffuse
+#define DEBUG_NORMAL_MAP 0 // Output packed normal map "as is" to diffuse
#define DEBUG_NORMAL_OUT 0 // Output unpacked normal to diffuse
#define DEBUG_POSITION 0
@@ -127,7 +127,7 @@ void main()
#if DEBUG_VERTEX
col.rgb = vertex_color.rgb;
#endif
-#if DEBUG_NORMAL_RAW
+#if DEBUG_NORMAL_MAP
col.rgb = texture2D(bumpMap, vary_texcoord1.xy).rgb;
#endif
#if DEBUG_NORMAL_OUT
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 139a1c274e..fbcc69586a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -35,6 +35,7 @@
#define DEBUG_PBR_DIFFUSE_MAP 0 // Output: use diffuse in G-Buffer
#define DEBUG_PBR_EMISSIVE 0 // Output: Emissive
#define DEBUG_PBR_METAL 0 // Output: grayscale Metal map
+#define DEBUG_PBR_NORMAL_MAP 0 // Output: Normal -- also need to set DEBUG_NORMAL_MAP in pbropaqueF
#define DEBUG_PBR_OCCLUSION 0 // Output: grayscale Occlusion map
#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
#define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughness map
@@ -46,7 +47,7 @@
#define DEBUG_PBR_DOT_TV 0 // Output: grayscale dot(Tangent ,Vertex2Camera)
// IBL Spec
-#define DEBUG_PBR_NORMAL 0 // Output: passed in normal. To see raw normal map: set DEBUG_PBR_DIFFUSE_MAP 1, and in pbropaqueF set DEBUG_NORMAL_RAW
+#define DEBUG_PBR_NORMAL 0 // Output: passed in normal
#define DEBUG_PBR_V2C_RAW 0 // Output: vertex2camera
#define DEBUG_PBR_DOT_NV 0 // Output: grayscale dot(Normal ,Vertex2Camera)
#define DEBUG_PBR_BRDF_UV 0 // Output: red green BRDF UV (GGX input)
@@ -324,6 +325,9 @@ void main()
color.rgb = vec3(metal);
color.rgb = linear_to_srgb(color.rgb);
#endif
+ #if DEBUG_PBR_NORMAL_MAP
+ color.rgb = diffuse.rgb;
+ #endif
#if DEBUG_PBR_OCCLUSION
color.rgb = vec3(packedORM.r);
color.rgb = linear_to_srgb(color.rgb);