feat(render3d): the lake answers to a body standing in it

water.frag takes u_wade - a point and a strength - and puts spreading rings and a
patch of churn into the surface normals there, so a wader marks the water and a
swimmer works the whole of it. It is one uniform in a fragment stage that was
already running, applied after the distance flattening so a disturbance close to
the camera survives it, and it measures no frame cost at all.

Also records the two renderer features that shipped without a changeset.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-19 20:23:27 +03:00
parent 5ca14eeaec
commit 4975c60ac1
6 changed files with 62 additions and 7 deletions

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bump: patch
type: feat
Things sit ON the ground rather than hovering over it. The screen-space GI pass takes
a second, much tighter set of taps (a 0.40 m radius that grows with distance, with a
range check so a far surface behind a near one cannot darken it) and folds the result
into the ambient occlusion it already had. The wide radius answers "how enclosed is
this", which a trunk meeting grass barely registers; the tight one answers "is
something touching here", which is the shadow the eye looks for to place an object.
It is eight taps on a buffer the pass had already bound.

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bump: minor
type: feat
The world answers to a body standing in it. `grass_push(x, z, r)` bends every blade
within a radius away from a point and presses it down, so a walker opens a bow wave
through a meadow instead of passing through it; `water_wade(x, z, strength)` puts
spreading rings and a patch of churn into the lake's normals at a point, so a wader
marks the surface and a swimmer disturbs the whole of it. Both are one uniform each
(`u_push`, `u_wade`) read in the vertex and fragment stage that was already running -
no extra pass, no extra draw.