#version 140 // Fast, geometry-free preview of texture displacement: perturbs the *shading* normal from the // height texture's local gradient (a bump map), faded out by the per-vertex paint weight. The // true, exact result is what "Bake" produces via libslic3r/TextureDisplacement.cpp on the CPU. // // The bake displaces each surface point along its normal by H = +/- depth_mm * (h(uv) - midlevel), // with uv from the layer's projection. The perturbed normal is the analytic // // N' = normalize(N - (dH/da) * T - (dH/db) * B) // // over any orthonormal surface tangent pair (T, B), where the two slopes are real mm-per-mm // derivatives. Two things have to be right for the preview's apparent depth to match the bake's: // the tangent frame the gradient is expressed in, and the uv->mm scale that turns a texel // difference into a slope. Getting the scale wrong is a uniform flattening (a raw texel difference // is dh over one texel step, not over one mm); getting the frame wrong tilts the bump along the // wrong axes. // // Two projection paths: // * Triplanar (use_vertex_uv = 0): uv and the tangent axes are derived in-shader from the dominant // normal axis, mirroring libslic3r's project_planar()/apply_uv_transform(), and the slope is // formed analytically (there is a closed-form uv, so 1 uv unit is exactly tiling_scale mm). // * Precomputed uv (use_vertex_uv = 1, used for LSCM): uv comes per-vertex from the CPU (the LSCM // unwrap with island placement + tiling/rotation/offset already folded in), and the perturbed // normal is built with Mikkelsen's method -- the surface gradient taken straight from the // screen-space derivatives of the sampled height and position. This makes no uv->mm scale // assumption, which matters because an LSCM map is conformal, not isometric: the local mm-per-uv // varies across the chart, so a single global 1/tiling factor (what an earlier version used) got // the apparent depth wrong. This path is also what makes the fast preview follow the UV editor: // move an island and its uv -- hence its bump -- moves with it. #define INTENSITY_CORRECTION 0.6 // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) #define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) #define LIGHT_TOP_SHININESS 20.0 // normalized values for (1./1.43, 0.2/1.43, 1./1.43) const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) #define INTENSITY_AMBIENT 0.3 const vec3 ZERO = vec3(0.0, 0.0, 0.0); uniform vec4 uniform_color; uniform bool volume_mirrored; uniform mat4 view_model_matrix; uniform mat3 view_normal_matrix; uniform sampler2D height_tex; uniform vec2 height_tex_texel; // (1/width, 1/height) of height_tex uniform float depth_mm; uniform float tiling_scale; uniform float rotation_rad; uniform vec2 uv_offset; uniform bool invert; 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 // dragged, so this whole path is a no-op then. Lets a UV island drag move the bump on the model with // only a uniform update uniform vec4 island_delta_lin; uniform vec2 island_delta_tr; in vec3 clipping_planes_dots; in vec4 model_pos; in vec4 world_pos; in float weight; in float island_active; in vec2 vertex_uv; out vec4 out_color; // The two model-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) { vec3 an = abs(n); if (an.x >= an.y && an.x >= an.z) { // planar = p.yz t = vec3(0.0, 1.0, 0.0); b = vec3(0.0, 0.0, 1.0); } else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz t = vec3(1.0, 0.0, 0.0); b = vec3(0.0, 0.0, 1.0); } else { // planar = p.xy t = vec3(1.0, 0.0, 0.0); b = vec3(0.0, 1.0, 0.0); } } vec2 project_uv(vec3 p, vec3 n) { vec3 an = abs(n); vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy); planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0; float cs = cos(rotation_rad); float sn = sin(rotation_rad); return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset; } void main() { if (any(lessThan(clipping_planes_dots, ZERO))) discard; vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz))); if (volume_mirrored) triangle_normal = -triangle_normal; if (use_vertex_uv) { // Precomputed-uv (LSCM) path - Mikkelsen's surface-gradient bump ("Bump Mapping // Unparametrized Surfaces on the GPU"). The perturbed normal is derived straight from the // screen-space derivatives of the *sampled height* and the position, so it is scale-exact // with no uv->mm assumption at all - which is the whole point here: an LSCM map is conformal, // not isometric, so the local mm-per-uv varies across the chart and the earlier "one global // 1/tiling factor" got the depth visibly wrong. dFdx(h) captures the true on-screen rate of // change however the chart is stretched or however fine the tiling is. // // use_vertex_uv is a uniform, so this whole branch is uniform control flow and the texture // derivatives are well defined; the paint weight gates the result by a plain multiply (k) // rather than a per-fragment branch, keeping it that way. // The dragged island's uv rides a uniform affine so its bump moves without a rebuild; every // other vertex (island_active == 0) samples its baked uv unchanged. vec2 uv = (island_active > 0.5) ? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr : vertex_uv; 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 R1 = cross(sigmaT, triangle_normal); vec3 R2 = cross(triangle_normal, sigmaS); float det = dot(sigmaS, R1); float dHdx = k * dFdx(h); float dHdy = k * dFdy(h); if (abs(det) > 1e-12) triangle_normal = normalize(triangle_normal - (dHdx * R1 + dHdy * R2) / det); } else if (weight > 0.0) { // Triplanar path: uv and the tangent axes are reconstructed in-shader from the dominant // normal component (see header). The gradient is expressed analytically because there is a // closed-form uv here, unlike the LSCM case. vec2 uv = project_uv(model_pos.xyz, triangle_normal); vec3 t, b; projection_axes(triangle_normal, t, b); float hL = texture(height_tex, uv - vec2(height_tex_texel.x, 0.0)).r; float hR = texture(height_tex, uv + vec2(height_tex_texel.x, 0.0)).r; float hD = texture(height_tex, uv - vec2(0.0, height_tex_texel.y)).r; float hU = texture(height_tex, uv + vec2(0.0, height_tex_texel.y)).r; // Central difference, per uv unit (not per texel). vec2 dh_duv = vec2((hR - hL) / (2.0 * height_tex_texel.x), (hU - hD) / (2.0 * height_tex_texel.y)); // uv -> mm is 1/tiling_scale for the triplanar projection, so this turns the uv-space // gradient into a real surface slope. float inv_tiling = (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0; float amplitude = (invert ? -1.0 : 1.0) * depth_mm * inv_tiling * clamp(weight, 0.0, 1.0); // uv was rotated by project_uv() while t/b are the unrotated model axes, so rotate the // gradient back into the axes' frame. float cs = cos(rotation_rad); float sn = sin(rotation_rad); vec2 slope = amplitude * vec2(dh_duv.x * cs + dh_duv.y * sn, -dh_duv.x * sn + dh_duv.y * cs); vec3 gradient = slope.x * t + slope.y * b; gradient -= triangle_normal * dot(triangle_normal, gradient); triangle_normal = normalize(triangle_normal - gradient); } vec3 eye_normal = normalize(view_normal_matrix * triangle_normal); float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0); vec2 intensity = vec2(0.0); intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; vec3 position = (view_model_matrix * model_pos).xyz; intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS); NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0); intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; out_color = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a); }