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fix(ugc): each glitter brick gets its own fleck pattern
Every glitter brick had the same flecks in the same places: the UVs were the vertex positions projected on an axis plane, so bricks a whole tile apart (and every brick of the same shape at the same spot in its own model) looked identical. Each brick now has a number of its own (UgcGlitter::BrickSeed, from the model's id and the brick's index, kept per vertex in Mesh::brickSeeds) that turns the projection by an angle and moves it by an offset under a tile, differently for each axis plane. A model made again gets the same patterns; every LOD of a brick the same one. The icon now draws the flecks on the UVs the .nif has (Mesh::uvs read back by FromNif). New setting glitter_random (1; 0 puts the same pattern on every brick as before). Non-glitter models are byte-identical (hash tests unchanged). Check in game: reprocess a model with several glitter bricks of the same shape; the fleck patterns differ from brick to brick. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -122,6 +122,7 @@ namespace {
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settings.shaders.glitterParams.tile = std::clamp(Setting<float>("glitter_size", 1.6f), 0.1f, 100.0f);
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settings.shaders.glitterParams.flecks = std::min(Setting<uint32_t>("glitter_density", 50), 2000u);
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settings.shaders.glitterParams.speed = std::clamp(Setting<float>("glitter_speed", 1.0f), 0.0f, 100.0f);
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settings.shaders.glitterParams.random = Setting<int32_t>("glitter_random", 1) != 0;
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// Which Materials.xml MaterialTypes are metal, brushed steel and glitter
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for (const auto& [key, look] : { std::pair{ "metal_material_types", UgcModel::eLook::METAL }, std::pair{ "brushed_material_types", UgcModel::eLook::BRUSHED },
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std::pair{ "glitter_material_types", UgcModel::eLook::GLITTER } }) {
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