Add texture displacement bump and UV-check shaders

This commit is contained in:
ExPikaPaka
2026-07-16 08:43:08 +02:00
parent a7c8dcc58d
commit a393b21642
9 changed files with 415 additions and 30 deletions

View File

@@ -1,22 +1,24 @@
#version 110
// See resources/shaders/140/texture_displacement_bump.vs for full documentation; this is the
// GLSL 1.10 compatibility variant.
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
attribute vec3 v_position;
// Per-vertex paint weight for the currently active texture-displacement layer, 0..1.
attribute float v_weight;
attribute vec3 v_position;
attribute vec3 v_normal; // .x = paint weight (0/1); .y = 1 for the dragged island's vertices
attribute vec2 v_tex_coord; // precomputed texture uv, used only when use_vertex_uv is set
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float weight;
varying float active;
varying vec2 vertex_uv;
void main()
{
@@ -26,5 +28,7 @@ void main()
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
weight = v_weight;
weight = v_normal.x;
active = v_normal.y;
vertex_uv = v_tex_coord;
}