# 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