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