feat(render3d): contact darkening, so things sit ON the ground
The existing occlusion is tuned as AMBIENT occlusion: a wide radius answering "how open is the sky here". That is the right question, and it leaves every object in the frame hovering - because what says a log is ON the ground rather than in front of it is a hard, narrow darkening in the last few centimetres where the two meet, and at a metre and a half of radius that darkening is spread so thin it is not there. A second, tight pass: eight taps inside 40 cm, which at any normal distance is a handful of pixels and stays in cache, with a much tighter range check than the ambient one so a wall across the room does not darken the floor in front of it. Small by frame area, because contact occlusion is - 1.8% of the frame, 7% of the region around the things it grounds. GL 7.0 -> 7.1 s, VK 7.3 s over 400 frames. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -469,7 +469,7 @@ T 3e4b62f9 u_shadow 7
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T 3e4b62f9 u_tershadow 8
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T 3e4b62f9 u_ts_height 9
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P 676965ab fullscreen.vert ssgi.frag
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B 676965ab frag 1 980
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B 676965ab frag 1 984
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U 676965ab frag u_cascade_vp 0 mat4 5 64
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U 676965ab frag u_cascade_split 320 float 5 16
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U 676965ab frag u_cascade_range 400 float 5 16
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@ -509,7 +509,8 @@ U 676965ab frag u_proj 896 mat4 1 0
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U 676965ab frag u_texel 960 vec2 1 0
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U 676965ab frag u_radius 968 float 1 0
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U 676965ab frag u_intensity 972 float 1 0
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U 676965ab frag u_frame 976 float 1 0
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U 676965ab frag u_contact 976 float 1 0
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U 676965ab frag u_frame 980 float 1 0
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T 676965ab u_brdf 2
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T 676965ab u_depth 3
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T 676965ab u_irradiance 4
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