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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl29
1 files changed, 29 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 3b1003f83b..82aecdfce1 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -73,6 +73,14 @@
#define DEBUG_PBR_DIFFUSE_PRE_AO 0 // Output: diffuse pre AO
#define DEBUG_PBR_DIFFUSE 0 // Output: diffuse post AO
+// Atmospheric Lighting
+#define DEBUG_PBR_AMBOCC 0 // Output: ambient occlusion
+#define DEBUG_PBR_DIRECT_AMBIENT 0 // Output: da
+#define DEBUG_PBR_SUN_LIT 0 // Ouput: sunlit
+#define DEBUG_PBR_SUN_CONTRIB 0 // Output: sun_contrib
+#define DEBUG_PBR_SKY_ADDITIVE 0 // Output: additive
+#define DEBUG_PBR_SKY_ATTEN 0 // Output: atten
+
#define DEBUG_PBR_IOR 0 // Output: grayscale IOR
#define DEBUG_PBR_REFLECT0_BASE 0 // Output: black reflect0 default from ior
#define DEBUG_PBR_REFLECT0_MIX 0 // Output: diffuse reflect0 calculated from ior
@@ -442,6 +450,27 @@ void main()
#if DEBUG_PBR_SPEC_WEIGHT
color.rgb = vec3(specWeight);
#endif
+
+#if DEBUG_PBR_AMBOCC
+ color.rgb = vec3(ambocc);
+#endif
+#if DEBUG_PBR_DIRECT_AMBIENT
+ color.rgb = vec3(da);
+#endif
+#if DEBUG_PBR_SKY_ADDITIVE
+ color.rgb = additive;
+#endif
+#if DEBUG_PBR_SKY_ATTEN
+ color.rgb = atten;
+#endif
+
+#if DEBUG_PBR_SUN_LIT
+ color.rgb = sunlit;
+color = srgb_to_linear(color);
+#endif
+#if DEBUG_PBR_SUN_CONTRIB
+ color.rgb = sun_contrib;
+#endif
#if DEBUG_PBR_V2C_RAW
color.rgb = v;
#endif