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JennaHuntsman
XDG Integration
Commits
d42d0d9b
Commit
d42d0d9b
authored
2 years ago
by
Ptolemy
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SL-17274: PBR: Cleanup: Put primary channels Diffuse,Emissive,Metal,Occlusion,Roughness first
parent
93dfd817
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indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+29
-32
29 additions, 32 deletions
...ew/app_settings/shaders/class3/deferred/softenLightF.glsl
with
29 additions
and
32 deletions
indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+
29
−
32
View file @
d42d0d9b
...
@@ -28,27 +28,26 @@
...
@@ -28,27 +28,26 @@
#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0
#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0
#define DEBUG_PBR_VERT2CAM1 0 // vertex2camera = 0,0,1
#define DEBUG_PBR_VERT2CAM1 0 // vertex2camera = 0,0,1
#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_DIFFUSE 0 // Output: Radiance Lambertian
#define DEBUG_PBR_EMISSIVE 0 // Output: Emissive
#define DEBUG_PBR_EMISSIVE 0 // Output: Emissive
#define DEBUG_PBR_
ORM
0 // Output:
Packed Occlusion Roughness
Metal
#define DEBUG_PBR_
METAL
0 // Output:
grayscale
Metal
map
#define DEBUG_PBR_OCCLUSION 0 // Output: Occlusion map
#define DEBUG_PBR_OCCLUSION 0 // Output:
grayscale
Occlusion map
#define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughenss
#define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughenss
map
#define DEBUG_PBR_ROUGH_ALPHA 0 // Output: grayscale Alpha Roughness
#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_DIFFUSE_MAP 0 // Output: use diffuse in G-Buffer
#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance
#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance -- NOT USED
#define DEBUG_PBR_BRDF_UV 0 // Output: red green BRDF UV (GGX input)
#define DEBUG_PBR_BRDF_UV 0 // Output: red green BRDF UV (GGX input)
#define DEBUG_PBR_BRDF_SCALE_BIAS 0 // Output: red green BRDF Scale Bias (GGX output)
#define DEBUG_PBR_BRDF_SCALE_BIAS 0 // Output: red green BRDF Scale Bias (GGX output)
#define DEBUG_PBR_SPEC 0 // Output: Final spec
#define DEBUG_PBR_SPEC 0 // Output: Final spec
#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: reflection
#define DEBUG_PBR_SPEC_REFLECTION 0 // Output:
environment
reflection
#define DEBUG_PBR_NORMAL 0 // Output: passed in normal. To see raw normal map: set DEBUG_PBR_RAW_DIFF 1, and in pbropaqueF set DEBUG_NORMAL_RAW
#define DEBUG_PBR_NORMAL 0 // Output: passed in normal. To see raw normal map: set DEBUG_PBR_RAW_DIFF 1, and in pbropaqueF set DEBUG_NORMAL_RAW
#define DEBUG_PBR_TANGENT 0 // Output: Tangent
#define DEBUG_PBR_TANGENT 0 // Output: Tangent
#define DEBUG_PBR_BITANGET 0 // Output: Bitangnet
#define DEBUG_PBR_BITANGET 0 // Output: Bitangnet
#define DEBUG_PBR_V2C_RAW 0 // Output: vertex2camera
#define DEBUG_PBR_V2C_RAW 0 // Output: vertex2camera
#define DEBUG_PBR_V2C_REMAP 0 // Output: vertex2camera (remap [-1,1] -> [0,1])
#define DEBUG_PBR_V2C_REMAP 0 // Output: vertex2camera (remap [-1,1] -> [0,1])
#define DEBUG_PBR_BRDF 0 // Output: Environment BRDF
#define DEBUG_PBR_DOT_NV 0 // Output: grayscale dot(Normal ,Vertex2Camera)
#define DEBUG_PBR_DOT_NV 0 // Output: grayscale dot(Normal ,Vertex2Camera)
#define DEBUG_PBR_DOT_TV 0 // Output: grayscale dot(Tangent ,Vertex2Camera)
#define DEBUG_PBR_DOT_TV 0 // Output: grayscale dot(Tangent ,Vertex2Camera)
#define DEBUG_PBR_DOT_BV 0 // Output: graysacle dot(Bitangent,Vertex2Camera)
#define DEBUG_PBR_DOT_BV 0 // Output: graysacle dot(Bitangent,Vertex2Camera)
...
@@ -284,6 +283,25 @@ void main()
...
@@ -284,6 +283,25 @@ void main()
color
.
rgb
=
colorDiffuse
+
colorEmissive
+
colorSpec
;
color
.
rgb
=
colorDiffuse
+
colorEmissive
+
colorSpec
;
#if DEBUG_PBR_DIFFUSE
color
.
rgb
=
colorDiffuse
;
#endif
#if DEBUG_PBR_EMISSIVE
color
.
rgb
=
colorEmissive
;
#endif
#if DEBUG_PBR_METAL
color
.
rgb
=
vec3
(
metal
);
#endif
#if DEBUG_PBR_OCCLUSION
color
.
rgb
=
vec3
(
ao
);
#endif
#if DEBUG_PBR_ROUGH_PERCEPTUAL
color
.
rgb
=
vec3
(
perceptualRough
);
#endif
#if DEBUG_PBR_ROUGH_ALPHA
color
.
rgb
=
vec3
(
alphaRough
);
#endif
#if DEBUG_PBR_BRDF_UV
#if DEBUG_PBR_BRDF_UV
color
.
rgb
=
vec3
(
brdfPoint
,
0
.
0
);
color
.
rgb
=
vec3
(
brdfPoint
,
0
.
0
);
#endif
#endif
...
@@ -299,12 +317,9 @@ void main()
...
@@ -299,12 +317,9 @@ void main()
#if DEBUG_PBR_KSPEC
#if DEBUG_PBR_KSPEC
color
.
rgb
=
kSpec
;
color
.
rgb
=
kSpec
;
#endif
#endif
#if DEBUG_PBR_
RAW_
DIFF
#if DEBUG_PBR_DIFF
USE_MAP
color
.
rgb
=
diffuse
.
rgb
;
color
.
rgb
=
diffuse
.
rgb
;
#endif
#endif
#if DEBUG_PBR_RAW_SPEC
color
.
rgb
=
spec
.
rgb
;
#endif
#if DEBUG_PBR_REFLECT0_BASE
#if DEBUG_PBR_REFLECT0_BASE
color
.
rgb
=
vec3
(
debug_reflect0
);
color
.
rgb
=
vec3
(
debug_reflect0
);
#endif
#endif
...
@@ -317,33 +332,15 @@ void main()
...
@@ -317,33 +332,15 @@ void main()
#if DEBUG_PBR_IRRADIANCE
#if DEBUG_PBR_IRRADIANCE
color
.
rgb
=
irradiance
;
color
.
rgb
=
irradiance
;
#endif
#endif
#if DEBUG_PBR_DIFFUSE
color
.
rgb
=
colorDiffuse
;
#endif
#if DEBUG_PBR_DIFFUSE_K
#if DEBUG_PBR_DIFFUSE_K
color
.
rgb
=
kDiffuse
;
color
.
rgb
=
kDiffuse
;
#endif
#endif
#if DEBUG_PBR_EMISSIVE
color
.
rgb
=
colorEmissive
;
#endif
#if DEBUG_PBR_METAL
color
.
rgb
=
vec3
(
metal
);
#endif
#if DEBUG_PBR_ROUGH_PERCEPTUAL
color
.
rgb
=
vec3
(
perceptualRough
);
#endif
#if DEBUG_PBR_ROUGH_ALPHA
color
.
rgb
=
vec3
(
alphaRough
);
#endif
#if DEBUG_PBR_SPEC
#if DEBUG_PBR_SPEC
color
.
rgb
=
colorSpec
;
color
.
rgb
=
colorSpec
;
#endif
#endif
#if DEBUG_PBR_SPEC_REFLECTION
#if DEBUG_PBR_SPEC_REFLECTION
color
.
rgb
=
specLight
;
color
.
rgb
=
specLight
;
#endif
#endif
#if DEBUG_PBR_OCCLUSION
color
.
rgb
=
vec3
(
packedORM
.
r
);
#endif
#if DEBUG_PBR_ORM
#if DEBUG_PBR_ORM
color
.
rgb
=
packedORM
;
color
.
rgb
=
packedORM
;
#endif
#endif
...
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