feat(render3d): a bole that does not quake, leaves out of the lens, a light with a reach
layer_flutter's mask was the vertex's height alone, so on a ten metre aspen every part of the trunk above 1.2 m trembled with the leaves and the bole read as cloth. What separates a leaf from a bole is distance from the model's centre line, not height; the mask is radial now, and small plants keep the old one because a flower is all leaf. NEAR_FADE dithers tree foliage out inside arm's length of the camera, in the depth prepass, so the lit pass never sees those pixels and the equal-depth optimisation is untouched. gl_Position.w is the view depth, so it costs one varying and no uniform. Blades, cards and flowers are excluded - they live at the player's feet - and the shadow pass keeps every leaf. daylight_hand takes a reach in metres. The falloff was an inverse square windowed between 26 and 6 with both numbers hard-coded: two per cent of its own near field at ten metres, so a torch lit your boots. It is a gentle power out to the reach now. Measured in Maroon Lake, twice per side: the crown mask moves 1.7% of an aspen frame and nothing at all in the meadow under it; the near fade moves 7.1% of a first-person frame at a conifer and 0% where there is no foliage in the lens; the torch's reach lifts the lit ground 20 to 45% and leaves the sky bit-identical. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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8 changed files with 97 additions and 8 deletions
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@ -59,6 +59,7 @@ out float v_hull; // 0 at the crown's axis .. 1 at its rim
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// varying so the fragment stage can flash the leaf's pale underside as it turns - which is
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// the part you actually SEE. A still frame of a tremble is a still frame of nothing.
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uniform float u_flutter;
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out float v_near; // 0 in the camera's face, 1 past arm's length (NEAR_FADE)
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out float v_quake;
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void main() {
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float s = i_rot.x, c = i_rot.y;
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@ -104,7 +105,14 @@ void main() {
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// the whole tree shivering.
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float qp = u_time * 8.5 + a_pos.x * 11.3 + a_pos.z * 9.7 + a_pos.y * 4.1 + i_rot.z * 6.2831;
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float q = sin(qp) * 0.65 + sin(qp * 1.73 + 1.1) * 0.35;
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float amp = u_flutter * (0.40 + 0.60 * windGust(i_pos.xz, u_time)) * smoothstep(0.0, 1.2, hgt);
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// ...and only out on the CROWN. The mask was height alone, so on an aspen every vertex
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// of a ten metre bole above 1.2 m trembled along with the leaves and the TRUNK moved
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// like cloth. What separates a leaf from a bole is not height, it is distance from the
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// model's own centre line: the leaves are out at the edge of the crown and the trunk is
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// on the axis. Small plants keep the old mask - a flower is all leaf.
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float rmask = 1.0;
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if (u_model_h > 2.0) rmask = smoothstep(0.22, 0.75, length(a_pos.xz) / max(u_model_h * 0.22, 0.05));
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float amp = u_flutter * (0.40 + 0.60 * windGust(i_pos.xz, u_time)) * smoothstep(0.0, 1.2, hgt) * rmask;
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p.x += q * amp * 0.10;
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p.y += q * amp * 0.05;
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p.z += cos(qp * 0.9) * amp * 0.10;
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@ -133,5 +141,25 @@ void main() {
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gl_Position = u_light_vp * vec4(w, 1.0);
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#else
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gl_Position = u_proj * u_view * vec4(w, 1.0);
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#endif
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// Leaves in the camera's face. A third-person camera walks through a crown and the
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// branch between it and the body is an opaque wall a metre from the lens; in first
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// person it is the whole screen. Tree foliage within arm's length of the CAMERA fades
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// out - w is the view-space depth for a perspective projection, so this costs nothing
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// and needs no uniform. Blades, cards and flowers are excluded on purpose: they live at
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// the player's feet, they are always this close, and fading them opens a hole in the
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// meadow. The shadow pass keeps every leaf, or a tree would stop shading the ground it
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// is standing on as you walked up to it.
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v_near = 1.0;
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#if defined(NEAR_FADE) && !defined(SHADOW_PASS)
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// The BOLE is never faded, only what hangs off it. A conifer's trunk and its needle
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// cards are one mesh drawn by one program, so the first cut dissolved the trunk into a
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// dither pattern as you walked up to it - a solid tree you can see through reads as a
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// fault, where a branch getting out of your way reads as the camera being polite. Same
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// signal as the quake's crown mask: the trunk is on the model's axis and the foliage is
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// out from it.
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float ax = 1.0;
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if (u_model_h > 2.0) ax = smoothstep(0.12, 0.30, length(a_pos.xz) / max(u_model_h * 0.22, 0.05));
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v_near = mix(1.0, clamp((gl_Position.w - 0.5) / 1.7, 0.0, 1.0), ax);
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#endif
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}
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