#version 140 // UV-check overlay for the texture-displacement gizmo, drawn over the painted patch so the LSCM // unwrap can be sanity-checked on the real 3D surface (mode set by the `mode` uniform): // mode 0 - Checker: a procedural checkerboard sampled at the layer's uv. Even squares that stay // square everywhere on the model mean the unwrap is low-distortion; squares that smear or // shear reveal exactly where it stretches. Same uv the bake samples, so what you see is // where the texture actually lands. // mode 1 - Distortion heatmap: the per-vertex area-distortion carried in `distortion`, blue // (compressed) -> green (ideal) -> red (stretched). // Both are lit with the same cheap two-light diffuse the bump preview uses, so the surface still // reads as 3D. #define INTENSITY_CORRECTION 0.6 const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) 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 mat3 view_normal_matrix; 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 float rotation_rad; uniform vec2 uv_offset; uniform bool use_vertex_uv; in vec3 clipping_planes_dots; in vec4 model_pos; in vec4 world_pos; in float distortion; in vec2 vertex_uv; out vec4 out_color; 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; } // Blue -> cyan -> green -> yellow -> red over t in [0,1]. vec3 heatmap(float t) { t = clamp(t, 0.0, 1.0); return clamp(vec3(1.5 - abs(4.0 * t - 3.0), 1.5 - abs(4.0 * t - 2.0), 1.5 - abs(4.0 * t - 1.0)), 0.0, 1.0); } 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; vec3 base; if (mode == 1) { base = heatmap(distortion); } else { vec2 uv = use_vertex_uv ? vertex_uv : project_uv(model_pos.xyz, 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. base = (check < 0.5) ? vec3(0.22, 0.23, 0.26) : vec3(0.82, 0.83, 0.86); } vec3 eye_normal = normalize(view_normal_matrix * triangle_normal); float intensity = INTENSITY_AMBIENT + max(dot(eye_normal, LIGHT_TOP_DIR), 0.0) * LIGHT_TOP_DIFFUSE + max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0) * LIGHT_FRONT_DIFFUSE; out_color = vec4(base * intensity, 1.0); }