mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-09-13 12:07:41 +00:00
Add texture displacement bump and UV-check shaders
This commit is contained in:
36
resources/shaders/140/texture_displacement_uvcheck.vs
Normal file
36
resources/shaders/140/texture_displacement_uvcheck.vs
Normal file
@@ -0,0 +1,36 @@
|
||||
#version 140
|
||||
|
||||
// Vertex stage for the UV-check overlay (checker / distortion heatmap) drawn over the painted patch
|
||||
// by GLGizmoTextureDisplacement. Reuses GLModel's P3N3T2 layout so it needs no bespoke buffer:
|
||||
// v_normal.x -- per-vertex UV distortion (uv-area / surface-area ratio, remapped so 0.5 = ideal);
|
||||
// only the distortion mode reads it.
|
||||
// v_tex_coord -- precomputed texture uv, valid only when use_vertex_uv is set (LSCM); the checker
|
||||
// mode reconstructs uv in the fragment shader otherwise.
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat4 volume_world_matrix;
|
||||
uniform vec2 z_range;
|
||||
uniform vec4 clipping_plane;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
in vec2 v_tex_coord;
|
||||
|
||||
out vec3 clipping_planes_dots;
|
||||
out vec4 model_pos;
|
||||
out vec4 world_pos;
|
||||
out float distortion;
|
||||
out vec2 vertex_uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
model_pos = vec4(v_position, 1.0);
|
||||
world_pos = volume_world_matrix * model_pos;
|
||||
|
||||
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);
|
||||
|
||||
distortion = v_normal.x;
|
||||
vertex_uv = v_tex_coord;
|
||||
}
|
||||
Reference in New Issue
Block a user