forked from Rowland/EG
36 lines
1.3 KiB
YAML
36 lines
1.3 KiB
YAML
# Debug roughness texture effect
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# This effect visualizes roughness texture directly for debugging
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fragment:
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defines: |
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#define DEBUG_ROUGHNESS_TEXTURE 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
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#if DEBUG_ROUGHNESS_TEXTURE
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// Sample roughness from texture
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float sampled_roughness = texture(p3d_Texture3, texcoord).x;
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// For debugging: show texture value as grayscale color
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// This helps verify the texture is being read correctly
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vec3 debug_color = vec3(sampled_roughness);
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// Apply to material
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m.basecolor = debug_color; // Show texture as color for debugging
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m.roughness = sampled_roughness; // Also apply to roughness
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m.metallic = 0.0; // Keep metallic low 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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// Fallback
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m.basecolor = mInput.color;
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m.roughness = mInput.roughness;
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m.metallic = mInput.metallic;
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m.specular_ior = mInput.specular_ior;
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m.shading_model_param0 = mInput.arbitrary0;
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#endif
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