packages: ludic.ui's render3d backend threads Render3dState; render3d's settable vars (r3d_dem_path, post_*, grass_*, wt_wade_*, ...) are Render3dState's fields again, not lets
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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15 changed files with 152 additions and 148 deletions
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@ -7,9 +7,6 @@
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# Where a body is standing in the water and how hard it is disturbing it. The game sets it;
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# strength 0 means nobody is in the water and the whole term is skipped.
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let wt_wade_x: float = 0.0
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let wt_wade_z: float = 0.0
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let wt_wade_s: float = 0.0
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# Several still-water planes, each at its own level over its own bounds: the sea round an
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# island and a lake a hundred metres above it cannot be one surface. Each draws the same way;
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# only one - the first added with `reflect` - gets the planar reflection pass, because every
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@ -318,9 +315,9 @@ function water_draw(render3d_st: mut Render3dState, depth_tex: int) -> void {
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# right after gpu_use_program) nor the nested gpu_uniform call (hoisting that changes
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# nothing). Verified by picture, both backends. Read a global into a local before handing it
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# to a uniform call.
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let wx = wt_wade_x
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let wz = wt_wade_z
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let ws = wt_wade_s
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let wx = render3d_st.wt_wade_x
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let wz = render3d_st.wt_wade_z
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let ws = render3d_st.wt_wade_s
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u_f3(render3d_st, gpu_uniform(render3d_st, p, "u_wade"), wx, wz, ws)
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var ron = 0.0
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if render3d_st.water_refl != null and render3d_st.wb_primary >= 0 {
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