add albedo debug view

This commit is contained in:
Xonk
2026-04-21 00:35:59 -04:00
parent 35c4d1d859
commit 2148ed1c7e
6 changed files with 58 additions and 17 deletions
+13
View File
@@ -300,6 +300,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
gl_FragData[0] = gcolor;
// float UnchangedAlpha = gl_FragData[0].a;
#if DEBUG_VIEW == debug_ALBEDO
vec4 unalteredAlbedo = vec4(toLinear(gl_FragData[0].rgb),gl_FragData[0].a);
#endif
#ifdef WhiteWorld
gl_FragData[0].rgb = vec3(1.0);
gl_FragData[0].a = 1.0;
@@ -441,17 +445,26 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
if(texture(depthtex0, gl_FragCoord.xy*texelSize).x < 1.0 || distancefade > 0.0){
gl_FragData[0].a = 0.0;
material = 0.0;
#if DEBUG_VIEW == debug_ALBEDO
unalteredAlbedo.a = 0.0;
#endif
}
#else
if(texture(depthtex0, gl_FragCoord.xy*texelSize).x < 1.0){
gl_FragData[0].a = 0.0;
material = 0.0;
#if DEBUG_VIEW == debug_ALBEDO
unalteredAlbedo.a = 0.0;
#endif
}
#endif
#if DEBUG_VIEW == debug_DH_WATER_BLENDING
if(gl_FragCoord.x*texelSize.x > 0.53) gl_FragData[0] = vec4(0.0);
#endif
#if DEBUG_VIEW == debug_ALBEDO
gl_FragData[0] = unalteredAlbedo;
#endif
// #if DEBUG_VIEW == debug_MATERIAL_SSS
// Albedo.rgb = vec3(0.1);
// if(SSSAMOUNT > 0.0) Albedo.rgb = vec3(0.0,SSSAMOUNT,0.0);
+10 -1
View File
@@ -394,6 +394,9 @@ float luma(vec3 color) {
Albedo.rgb = toLinear(Albedo.rgb);
#if DEBUG_VIEW == debug_ALBEDO
vec4 unalteredAlbedo = Albedo;
#endif
// if(dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0) { discard; return; }
// if(Albedo.a < 0.01 ) { discard; return; }
@@ -425,6 +428,10 @@ float luma(vec3 color) {
vec3 Albedo = toLinear(TEXTURE.rgb);
#if DEBUG_VIEW == debug_ALBEDO
vec4 unalteredAlbedo = vec4(Albedo,TEXTURE.a);
#endif
vec2 lightmap = clamp(lmtexcoord.zw,0.0,1.0);
#if MC_VERSION < 12109
@@ -554,7 +561,9 @@ float luma(vec3 color) {
#if DEBUG_VIEW == debug_LIGHTMAPS
gl_FragData[0].rgb = vec3(lmtexcoord.z,lmtexcoord.w,0.0)*0.1;
#endif
#if DEBUG_VIEW == debug_ALBEDO
gl_FragData[0] = unalteredAlbedo;
#endif
gl_FragData[0].rgb *= 0.1;
#endif
#endif
+7
View File
@@ -456,6 +456,10 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
gl_FragData[0] = texture(texture, lmtexcoord.xy, mipmapBias) * color;
#endif
#if DEBUG_VIEW == debug_ALBEDO
vec4 unalteredAlbedo = vec4(toLinear(gl_FragData[0].rgb),gl_FragData[0].a);
#endif
float UnchangedAlpha = gl_FragData[0].a;
#ifdef WhiteWorld
@@ -822,6 +826,9 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
#if DEBUG_VIEW == debug_DH_WATER_BLENDING
if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
#endif
#if DEBUG_VIEW == debug_ALBEDO
gl_FragData[0] = unalteredAlbedo;
#endif
#if DEBUG_VIEW == debug_NORMALS
gl_FragData[0].rgb = worldSpaceNormal.xyz * 0.1;
gl_FragData[0].a = 1;
+3
View File
@@ -1481,6 +1481,9 @@ void main() {
if(dot(feetPlayerPos_normalized, unsigned_WsunVec) > 0.999 ) gl_FragData[0].rgb = vec3(10,10,0);
if(dot(feetPlayerPos_normalized, -WmoonVec) > 0.999 ) gl_FragData[0].rgb = vec3(1,1,10);
#endif
#if DEBUG_VIEW == debug_ALBEDO
gl_FragData[0].rgb = albedo;
#endif
#if DEBUG_VIEW == debug_NORMALS
if(swappedDepth >= 1.0) Direct_lighting = vec3(1.0);
gl_FragData[0].rgb = (hideGUI == 1 ? normal : -normal);// * vec3(0,1,0);
+8
View File
@@ -228,6 +228,10 @@ void voxy_emitFragment(VoxyFragmentParameters parameters) {
// colors
vec4 Albedo = parameters.sampledColour * parameters.tinting;
#if DEBUG_VIEW == debug_ALBEDO
vec4 unalteredAlbedo = Albedo;
#endif
if(isWater) {
Albedo = vec4(0.0);
FORWARD_RENDERED_COLOR.a = 0.0;
@@ -319,4 +323,8 @@ void voxy_emitFragment(VoxyFragmentParameters parameters) {
FORWARD_RENDERED_COLOR.rgb = normal.xyz * 0.1;
FORWARD_RENDERED_COLOR.a = 1.0;
#endif
#if DEBUG_VIEW == debug_ALBEDO
FORWARD_RENDERED_COLOR.rgba = unalteredAlbedo;
#endif
}
+17 -16
View File
@@ -805,22 +805,23 @@
#define INTEL_HANDHELDLIGHT_CRASH_FIX
#define debug_OFF 0
#define debug_SHADOWMAP 1
#define debug_NORMALS 2
#define debug_SPECULAR 3
#define debug_INDIRECT 4
#define debug_DIRECT 5
#define debug_VIEW_POSITION 6
#define debug_DH_WATER_BLENDING 7
#define debug_FILTERED_STUFF 8
#define debug_DEPTHTEX0 9
#define debug_DEPTHTEX1 10
#define debug_MATERIAL_SSS 11
#define debug_MATERIAL_EMISSION 12
#define debug_LIGHTMAPS 13
#define debug_FORWARD_RENDERING 14
#define debug_FORWARD_COLOR_TINT 15
#define debug_DEFERRED_RENDERING 16
#define DEBUG_VIEW debug_OFF // [debug_OFF debug_SHADOWMAP debug_NORMALS debug_SPECULAR debug_INDIRECT debug_DIRECT debug_VIEW_POSITION debug_DH_WATER_BLENDING debug_FILTERED_STUFF debug_DEPTHTEX0 debug_DEPTHTEX1 debug_MATERIAL_SSS debug_MATERIAL_EMISSION debug_LIGHTMAPS debug_FORWARD_RENDERING debug_FORWARD_COLOR_TINT debug_DEFERRED_RENDERING]
#define debug_ALBEDO 2
#define debug_NORMALS 3
#define debug_SPECULAR 4
#define debug_INDIRECT 5
#define debug_DIRECT 6
#define debug_VIEW_POSITION 7
#define debug_DH_WATER_BLENDING 8
#define debug_FILTERED_STUFF 9
#define debug_DEPTHTEX0 10
#define debug_DEPTHTEX1 11
#define debug_MATERIAL_SSS 12
#define debug_MATERIAL_EMISSION 13
#define debug_LIGHTMAPS 14
#define debug_FORWARD_RENDERING 15
#define debug_FORWARD_COLOR_TINT 16
#define debug_DEFERRED_RENDERING 17
#define DEBUG_VIEW debug_OFF // [debug_OFF debug_SHADOWMAP debug_ALBEDO debug_NORMALS debug_SPECULAR debug_INDIRECT debug_DIRECT debug_VIEW_POSITION debug_DH_WATER_BLENDING debug_FILTERED_STUFF debug_DEPTHTEX0 debug_DEPTHTEX1 debug_MATERIAL_SSS debug_MATERIAL_EMISSION debug_LIGHTMAPS debug_FORWARD_RENDERING debug_FORWARD_COLOR_TINT debug_DEFERRED_RENDERING]
// #define THE_ORB
#ifdef THE_ORB