Rename the fast preview to the shaded preview

Its shader files, the name they are registered under, its members and
the panel text now match what it does: shading only, no geometry.
This commit is contained in:
ExPikaPaka
2026-09-23 09:51:08 +02:00
parent d89c6add98
commit 62a45befac
14 changed files with 214 additions and 216 deletions
@@ -1,6 +1,6 @@
#version 110
// See resources/shaders/140/texture_displacement_bump.fs for full documentation; this is the
// See resources/shaders/140/texture_displacement_shaded.fs for full documentation; this is the
// GLSL 1.10 compatibility variant (same logic, older syntax).
#define INTENSITY_CORRECTION 0.6
@@ -309,7 +309,7 @@ void main()
bool have_uv = false;
if (use_vertex_uv) {
// Mikkelsen surface-gradient bump; see the 140 variant for the full rationale. Scale-exact
// Mikkelsen surface-gradient normal perturbation; see the 140 variant for the full rationale. Scale-exact
// for a conformal LSCM map (no global 1/tiling assumption), and gated by the paint weight
// via a multiply so the branch stays uniform (use_vertex_uv is a uniform).
vec2 uv = (island_active > 0.5)
@@ -1,6 +1,6 @@
#version 110
// See resources/shaders/140/texture_displacement_bump.vs for full documentation; this is the
// See resources/shaders/140/texture_displacement_shaded.vs for full documentation; this is the
// GLSL 1.10 compatibility variant.
uniform mat4 view_model_matrix;
@@ -22,7 +22,7 @@ uniform vec2 uv_offset;
uniform bool use_vertex_uv;
// The in-shader projection (0 Triplanar, 1 Cylindrical, 2 Spherical) and the painted patch's frame the
// wrapping ones wrap around, in the texture frame - the same uniforms, and the same formulas, as
// texture_displacement_bump.fs, so the checker reports the projection the bake will actually use.
// texture_displacement_shaded.fs, so the checker reports the projection the bake will actually use.
uniform int projection_mode;
uniform vec3 patch_center;
uniform vec3 patch_axis;
@@ -91,7 +91,7 @@ void main()
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
// World space anchored at the volume's origin, like the bake and the bump preview.
// World space anchored at the volume's origin, like the bake and the shaded preview.
vec3 triangle_normal = normalize(cross(dFdx(world_pos.xyz), dFdy(world_pos.xyz)));
vec3 tex_pos = world_pos.xyz - tex_anchor;
if (volume_mirrored)