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