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Cleanup
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@@ -2,11 +2,11 @@
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// UV-check overlay for the texture-displacement gizmo, drawn over the painted patch so the LSCM
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// unwrap can be sanity-checked on the real 3D surface (mode set by the `mode` uniform):
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// mode 0 -- Checker: a procedural checkerboard sampled at the layer's uv. Even squares that stay
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// mode 0 - Checker: a procedural checkerboard sampled at the layer's uv. Even squares that stay
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// square everywhere on the model mean the unwrap is low-distortion; squares that smear or
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// shear reveal exactly where it stretches. Same uv the bake samples, so what you see is
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// where the texture actually lands.
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// mode 1 -- Distortion heatmap: the per-vertex area-distortion carried in `distortion`, blue
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// mode 1 - Distortion heatmap: the per-vertex area-distortion carried in `distortion`, blue
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// (compressed) -> green (ideal) -> red (stretched).
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// Both are lit with the same cheap two-light diffuse the bump preview uses, so the surface still
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// reads as 3D.
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