# Test roughness texture debug effect # This effect shows the roughness texture directly as color to verify it's working fragment: defines: | #define TEST_ROUGHNESS_DEBUG 1 inout: | uniform sampler2D p3d_Texture3; // Roughness texture material: | // Debug: Show roughness texture directly as color #if TEST_ROUGHNESS_DEBUG // Sample roughness texture float roughness_value = texture(p3d_Texture3, texcoord).x; // Show roughness as grayscale color for debugging vec3 debug_color = vec3(roughness_value); // Apply debug visualization m.basecolor = debug_color; // Show texture as grayscale m.roughness = 0.5; // Fixed roughness for consistent lighting m.metallic = 0.0; // Non-metallic for clear visualization m.specular_ior = 1.5; m.shading_model_param0 = 0.0; #else // Normal material processing m.basecolor = mInput.color * sampled_diffuse.xyz; m.specular_ior = blend_ior(mInput.specular_ior, sampled_ior); m.roughness = mInput.roughness * sampled_roughness; m.metallic = mInput.metallic; m.shading_model_param0 = mInput.arbitrary0; #endif