SL-17274: PBR: Add roughness alpha debug
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8acaa7378f
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668be68dd1
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@ -27,23 +27,24 @@
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#define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1
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#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0
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#define DEBUG_PBR_RAW_DIFF 0 // Output: use diffuse in G-Buffer
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#define DEBUG_PBR_RAW_SPEC 0 // Output: use spec in G-Buffer
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#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance
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#define DEBUG_PBR_DIFFUSE 0 // Output: Radiance Lambertian
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#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
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#define DEBUG_PBR_ROUGH 0 // Output: grayscale roughenss
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#define DEBUG_PBR_METAL 0 // Output: grayscale metal
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#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance
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#define DEBUG_PBR_SPEC 0 // Output: Final spec
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#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: reflection
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#define DEBUG_PBR_NORMAL 0 // Output: passed in normal
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#define DEBUG_PBR_VIEW 0 // Output: view_dir
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#define DEBUG_PBR_BRDF 0 // Output: Environment BRDF
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#define DEBUG_PBR_DOT_NV 0 // Output:
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#define DEBUG_PBR_DOT_TV 0 // Output:
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#define DEBUG_PBR_DOT_BV 0 // Output:
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#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel
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#define DEBUG_PBR_RAW_DIFF 0 // Output: use diffuse in G-Buffer
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#define DEBUG_PBR_RAW_SPEC 0 // Output: use spec in G-Buffer
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#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance
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#define DEBUG_PBR_DIFFUSE 0 // Output: Radiance Lambertian
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#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
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#define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughenss
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#define DEBUG_PBR_ROUGH_ALPHA 0 // Output: grayscale Alpha Roughness
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#define DEBUG_PBR_METAL 0 // Output: grayscale metal
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#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance
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#define DEBUG_PBR_SPEC 0 // Output: Final spec
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#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: reflection
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#define DEBUG_PBR_NORMAL 0 // Output: passed in normal
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#define DEBUG_PBR_VIEW 0 // Output: view_dir
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#define DEBUG_PBR_BRDF 0 // Output: Environment BRDF
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#define DEBUG_PBR_DOT_NV 0 // Output:
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#define DEBUG_PBR_DOT_TV 0 // Output:
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#define DEBUG_PBR_DOT_BV 0 // Output:
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#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel
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#extension GL_ARB_texture_rectangle : enable
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#extension GL_ARB_shader_texture_lod : enable
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@ -281,9 +282,12 @@ void main()
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#if DEBUG_PBR_METAL
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color.rgb = vec3(metal);
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#endif
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#if DEBUG_PBR_ROUGH
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#if DEBUG_PBR_ROUGH_PERCEPTUAL
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color.rgb = vec3(perceptualRough);
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#endif
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#if DEBUG_PBR_ROUGH_ALPHA
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color.rgb = vec3(alphaRough);
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#endif
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#if DEBUG_PBR_SPEC
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color.rgb = colorSpec;
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#endif
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