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Cleanup
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@@ -2,9 +2,9 @@
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// Vertex stage for the UV-check overlay (checker / distortion heatmap) drawn over the painted patch
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// by GLGizmoTextureDisplacement. Reuses GLModel's P3N3T2 layout so it needs no bespoke buffer:
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// v_normal.x -- per-vertex UV distortion (uv-area / surface-area ratio, remapped so 0.5 = ideal);
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// v_normal.x - per-vertex UV distortion (uv-area / surface-area ratio, remapped so 0.5 = ideal);
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// only the distortion mode reads it.
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// v_tex_coord -- precomputed texture uv, valid only when use_vertex_uv is set (LSCM); the checker
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// v_tex_coord - precomputed texture uv, valid only when use_vertex_uv is set (LSCM); the checker
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// mode reconstructs uv in the fragment shader otherwise.
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uniform mat4 view_model_matrix;
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