Bump and uvcheck shaders: project in the bake's world frame

This commit is contained in:
ExPikaPaka
2026-09-15 08:58:26 +02:00
parent 2355bb998d
commit d766854af7
4 changed files with 35 additions and 21 deletions

View File

@@ -46,7 +46,8 @@ uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
uniform float midlevel; // the height that means "don't move"; needed by the parallax step
uniform vec3 eye_model_pos; // camera position in this volume's local space, for the view ray
uniform vec3 eye_model_pos; // camera position in the texture frame (world minus tex_anchor)
uniform vec3 tex_anchor; // the volume's origin in world space: the texture frame's origin
uniform bool use_vertex_uv;
// 2x3 affine (lin = (m00, m01, m10, m11), tr = (m02, m12)) applied to the dragged island's uv; see the
// 140 variant. Identity when nothing is dragged.
@@ -134,7 +135,9 @@ void main()
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
// World millimetres throughout, like the bake - see the 140 variant.
vec3 triangle_normal = normalize(cross(dFdx(world_pos.xyz), dFdy(world_pos.xyz)));
vec3 tex_pos = world_pos.xyz - tex_anchor; // the frame the texture is projected in, as the bake does
if (volume_mirrored)
triangle_normal = -triangle_normal;
@@ -155,8 +158,8 @@ void main()
have_uv = true;
float h = texture2D(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 sigmaS = dFdx(model_pos.xyz);
vec3 sigmaT = dFdy(model_pos.xyz);
vec3 sigmaS = dFdx(world_pos.xyz);
vec3 sigmaT = dFdy(world_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
vec3 R2 = cross(triangle_normal, sigmaS);
float det = dot(sigmaS, R1);
@@ -171,9 +174,9 @@ void main()
// Parallax occlusion mapping: march the view ray through the height shell and shade at the
// first point where it drops below the displaced surface (see header).
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 view_dir = normalize(eye_model_pos - model_pos.xyz);
vec3 view_dir = normalize(eye_model_pos - tex_pos);
float v_dot_n = dot(view_dir, triangle_normal);
vec2 uv = project_uv(model_pos.xyz, triangle_normal);
vec2 uv = project_uv(tex_pos, triangle_normal);
// The shell the displaced surface lives inside, as signed heights along the normal. Taken from
// both ends of h in [0, 1] so it stays correct for an inverted layer or a raised midlevel,
@@ -192,11 +195,11 @@ void main()
// by construction, and step inward; the crossing is what this pixel actually sees.
float s = h_hi / v_dot_n;
float ds = (h_hi - h_lo) / (v_dot_n * float(PARALLAX_STEPS));
vec2 prev_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
vec2 prev_uv = project_uv(tex_pos + view_dir * s, triangle_normal);
float prev_gap = h_hi - amp * (H_AT(prev_uv) - midlevel); // >= 0 by construction
for (int i = 0; i < PARALLAX_STEPS; ++i) {
s -= ds;
vec2 cur_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
vec2 cur_uv = project_uv(tex_pos + view_dir * s, triangle_normal);
float gap = s * v_dot_n - amp * (H_AT(cur_uv) - midlevel);
if (gap <= 0.0) {
// Crossed between the last two samples - interpolating the hit is what stops it

View File

@@ -16,6 +16,7 @@ uniform bool volume_mirrored;
uniform int mode;
uniform float checker_freq;
uniform float tiling_scale;
uniform vec3 tex_anchor; // the volume's origin in world space
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool use_vertex_uv;
@@ -49,7 +50,9 @@ void main()
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
// World space anchored at the volume's origin, like the bake and the bump 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)
triangle_normal = -triangle_normal;
@@ -57,7 +60,7 @@ void main()
if (mode == 1) {
base = heatmap(distortion);
} else {
vec2 uv = use_vertex_uv ? vertex_uv : project_uv(model_pos.xyz, triangle_normal);
vec2 uv = use_vertex_uv ? vertex_uv : project_uv(tex_pos, triangle_normal);
vec2 c = floor(uv * checker_freq);
float check = mod(c.x + c.y, 2.0);
base = (check < 0.5) ? vec3(0.22, 0.23, 0.26) : vec3(0.82, 0.83, 0.86);

View File

@@ -105,7 +105,8 @@ uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool invert;
uniform float midlevel; // the height that means "don't move"; needed by the parallax step
uniform vec3 eye_model_pos; // camera position in this volume's local space, for the view ray
uniform vec3 eye_model_pos; // camera position in the texture frame (world minus tex_anchor)
uniform vec3 tex_anchor; // the volume's origin in world space: the texture frame's origin
uniform bool use_vertex_uv; // true: sample at vertex_uv with a derived tangent frame (LSCM)
// A 2x3 affine (columns packed as lin = (m00, m01, m10, m11), tr = (m02, m12)) applied to the uv of
// the island currently being dragged in the UV editor (island_active > 0.5). Identity when nothing is
@@ -123,7 +124,7 @@ in vec2 vertex_uv;
out vec4 out_color;
// The two model-space axes the triplanar planar coordinate is read off, per dominant normal
// The two world-space axes the triplanar planar coordinate is read off, per dominant normal
// component - same choice libslic3r's project_planar() makes, so planar.x runs along t, planar.y
// along b.
void projection_axes(vec3 n, out vec3 t, out vec3 b)
@@ -200,7 +201,11 @@ void main()
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
// Everything below runs in world millimetres, like the bake: a tile is tiling_scale mm on the
// printed part whatever the instance's scale or rotation, so the preview has to project from the
// world position and perturb the world normal.
vec3 triangle_normal = normalize(cross(dFdx(world_pos.xyz), dFdy(world_pos.xyz)));
vec3 tex_pos = world_pos.xyz - tex_anchor; // the frame the texture is projected in, as the bake does
if (volume_mirrored)
triangle_normal = -triangle_normal;
@@ -231,8 +236,8 @@ void main()
have_uv = true;
float h = texture(height_tex, uv).r;
float k = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 sigmaS = dFdx(model_pos.xyz);
vec3 sigmaT = dFdy(model_pos.xyz);
vec3 sigmaS = dFdx(world_pos.xyz);
vec3 sigmaT = dFdy(world_pos.xyz);
vec3 R1 = cross(sigmaT, triangle_normal);
vec3 R2 = cross(triangle_normal, sigmaS);
float det = dot(sigmaS, R1);
@@ -250,9 +255,9 @@ void main()
// Parallax occlusion mapping: march the view ray through the height shell and shade at the
// first point where it drops below the displaced surface (see header).
float amp = (invert ? -1.0 : 1.0) * depth_mm * clamp(weight, 0.0, 1.0);
vec3 view_dir = normalize(eye_model_pos - model_pos.xyz);
vec3 view_dir = normalize(eye_model_pos - tex_pos);
float v_dot_n = dot(view_dir, triangle_normal);
vec2 uv = project_uv(model_pos.xyz, triangle_normal);
vec2 uv = project_uv(tex_pos, triangle_normal);
// The shell the displaced surface lives inside, as signed heights along the normal. Taken from
// both ends of h in [0, 1] so it stays correct for an inverted layer or a raised midlevel,
@@ -271,11 +276,11 @@ void main()
// by construction, and step inward; the crossing is what this pixel actually sees.
float s = h_hi / v_dot_n;
float ds = (h_hi - h_lo) / (v_dot_n * float(PARALLAX_STEPS));
vec2 prev_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
vec2 prev_uv = project_uv(tex_pos + view_dir * s, triangle_normal);
float prev_gap = h_hi - amp * (H_AT(prev_uv) - midlevel); // >= 0 by construction
for (int i = 0; i < PARALLAX_STEPS; ++i) {
s -= ds;
vec2 cur_uv = project_uv(model_pos.xyz + view_dir * s, triangle_normal);
vec2 cur_uv = project_uv(tex_pos + view_dir * s, triangle_normal);
float gap = s * v_dot_n - amp * (H_AT(cur_uv) - midlevel);
if (gap <= 0.0) {
// Crossed between the last two samples - interpolating the hit is what stops it

View File

@@ -25,6 +25,7 @@ uniform bool volume_mirrored;
uniform int mode; // 0 checker, 1 distortion
uniform float checker_freq; // checker squares per uv unit (one uv unit == one texture tile)
uniform float tiling_scale;
uniform vec3 tex_anchor; // the volume's origin in world space
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool use_vertex_uv;
@@ -61,7 +62,9 @@ void main()
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
// World space anchored at the volume's origin, like the bake and the bump 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)
triangle_normal = -triangle_normal;
@@ -69,7 +72,7 @@ void main()
if (mode == 1) {
base = heatmap(distortion);
} else {
vec2 uv = use_vertex_uv ? vertex_uv : project_uv(model_pos.xyz, triangle_normal);
vec2 uv = use_vertex_uv ? vertex_uv : project_uv(tex_pos, triangle_normal);
vec2 c = floor(uv * checker_freq);
float check = mod(c.x + c.y, 2.0);
// Two distinct greys, plus a faint tint on one set so orientation is readable at a glance.