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EG/RenderPipelineFile/effects/debug_roughness.yaml

36 lines
1.3 KiB
YAML

# Debug roughness texture effect
# This effect visualizes roughness texture directly for debugging
fragment:
defines: |
#define DEBUG_ROUGHNESS_TEXTURE 1
inout: |
uniform sampler2D p3d_Texture3; // Roughness texture
material: |
// Debug: Show roughness texture directly
#if DEBUG_ROUGHNESS_TEXTURE
// Sample roughness from texture
float sampled_roughness = texture(p3d_Texture3, texcoord).x;
// For debugging: show texture value as grayscale color
// This helps verify the texture is being read correctly
vec3 debug_color = vec3(sampled_roughness);
// Apply to material
m.basecolor = debug_color; // Show texture as color for debugging
m.roughness = sampled_roughness; // Also apply to roughness
m.metallic = 0.0; // Keep metallic low for clear visualization
m.specular_ior = 1.5;
m.shading_model_param0 = 0.0;
#else
// Fallback
m.basecolor = mInput.color;
m.roughness = mInput.roughness;
m.metallic = mInput.metallic;
m.specular_ior = mInput.specular_ior;
m.shading_model_param0 = mInput.arbitrary0;
#endif