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Merge pull request #542 from KhronosGroup/fix/mainDebugChannels
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Include factors in main extension debug channels
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UX3D-kanzler authored Apr 26, 2024
2 parents eda8bf6 + c0d14c3 commit ba079f5
Showing 1 changed file with 6 additions and 6 deletions.
12 changes: 6 additions & 6 deletions source/Renderer/shaders/pbr.frag
Original file line number Diff line number Diff line change
Expand Up @@ -373,7 +373,7 @@ void main()
// MR:
#ifdef MATERIAL_METALLICROUGHNESS
#if DEBUG == DEBUG_METALLIC_ROUGHNESS
g_finalColor.rgb = linearTosRGB(f_diffuse + f_diffuse_ibl + f_specular);
g_finalColor.rgb = linearTosRGB(diffuse + specular);
#endif
#if DEBUG == DEBUG_METALLIC
g_finalColor.rgb = vec3(materialInfo.metallic);
Expand All @@ -389,7 +389,7 @@ void main()
// Clearcoat:
#ifdef MATERIAL_CLEARCOAT
#if DEBUG == DEBUG_CLEARCOAT
g_finalColor.rgb = linearTosRGB(f_clearcoat + f_clearcoat_ibl);
g_finalColor.rgb = linearTosRGB(clearcoat);
#endif
#if DEBUG == DEBUG_CLEARCOAT_FACTOR
g_finalColor.rgb = vec3(materialInfo.clearcoatFactor);
Expand All @@ -405,7 +405,7 @@ void main()
// Sheen:
#ifdef MATERIAL_SHEEN
#if DEBUG == DEBUG_SHEEN
g_finalColor.rgb = linearTosRGB(f_sheen + f_sheen_ibl);
g_finalColor.rgb = linearTosRGB(sheen);
#endif
#if DEBUG == DEBUG_SHEEN_COLOR
g_finalColor.rgb = materialInfo.sheenColorFactor;
Expand All @@ -418,7 +418,7 @@ void main()
// Specular:
#ifdef MATERIAL_SPECULAR
#if DEBUG == DEBUG_SPECULAR
g_finalColor.rgb = linearTosRGB(f_specular + f_specular_ibl);
g_finalColor.rgb = linearTosRGB(specular);
#endif
#if DEBUG == DEBUG_SPECULAR_FACTOR
g_finalColor.rgb = vec3(materialInfo.specularWeight);
Expand All @@ -436,7 +436,7 @@ vec3 specularTexture = vec3(1.0);
// Transmission, Volume:
#ifdef MATERIAL_TRANSMISSION
#if DEBUG == DEBUG_TRANSMISSION_VOLUME
g_finalColor.rgb = linearTosRGB(f_transmission);
g_finalColor.rgb = linearTosRGB(f_transmission * materialInfo.transmissionFactor);
#endif
#if DEBUG == DEBUG_TRANSMISSION_FACTOR
g_finalColor.rgb = vec3(materialInfo.transmissionFactor);
Expand All @@ -451,7 +451,7 @@ vec3 specularTexture = vec3(1.0);
// Iridescence:
#ifdef MATERIAL_IRIDESCENCE
#if DEBUG == DEBUG_IRIDESCENCE
g_finalColor.rgb = iridescenceFresnel;
g_finalColor.rgb = iridescenceFresnel * materialInfo.iridescenceFactor;
#endif
#if DEBUG == DEBUG_IRIDESCENCE_FACTOR
g_finalColor.rgb = vec3(materialInfo.iridescenceFactor);
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