render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F
The DEM (R16 with mips, 44 MB) was read only by terrain_generate and kept for the map's life; a world swap loads its own again. The height-field sun shadow was one RGBA32F for three values and an unused fourth: the lowest lit height stays 32-bit (a receiver 3000 m up compares against it to a quarter metre), the occluder distance and the cloud mask go beside it in RG16F (64 -> 32 MB), baked in a pass of their own (TS_AUX): a pipeline takes one colour format for all its targets, and drawn together into R32F + RG16F the writes went nowhere and nothing was lit. -75 MB at every fog level, off included (2008 -> 1933 MB at the overlook); the fog-off frame is unchanged (0 pixels over 8). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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89 changed files with 205 additions and 74 deletions
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@ -158,7 +158,8 @@ float shadowSlope(int c, vec3 wpos, vec3 n, float tanT) {
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// ground texel, G = distance to the occluder that set it. Any receiver — ground, crown,
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// card, water — compares its own height, so everything agrees on where the hill's
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// shadow falls. The penumbra widens with the occluder's distance like a real one.
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uniform sampler2D u_tershadow;
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uniform sampler2D u_tershadow; // R: the lowest lit height
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uniform sampler2D u_tershadow_aux; // R: the occluder distance, G: the cloud mask
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uniform vec2 u_ts_origin;
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uniform float u_ts_half;
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uniform float u_ts_on;
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@ -177,7 +178,7 @@ float terrainShadow(vec3 wpos) {
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if (u_ts_on < 0.5) return 1.0;
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vec2 uv = (wpos.xz - u_ts_origin) / (2.0 * u_ts_half) + 0.5;
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) return 1.0;
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vec2 s = texture(u_tershadow, uv).rg;
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vec2 s = vec2(texture(u_tershadow, uv).r, texture(u_tershadow_aux, uv).r);
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float w = 0.6 + 0.02 * s.y;
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return smoothstep(-w, w, wpos.y + 0.25 - s.x);
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}
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@ -219,7 +220,7 @@ float sunShadow(vec3 wpos, vec3 n, float viewDepth) {
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// patchy sunlight: a cloud layer projected along the sun onto the ground
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uniform float u_cloud_shadow; // strength
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uniform float u_time;
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// the mask is baked into the height-field shadow texture's B (tershadow.frag); the
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// the mask is baked beside the height-field shadow, in its aux texture's G (tershadow.frag); the
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// projection along the sun and the drift are a uv shift
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float cloudShadow(vec3 wpos) {
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if (u_cloud_shadow <= 0.0 || u_ts_on < 0.5) return 1.0;
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@ -228,7 +229,7 @@ float cloudShadow(vec3 wpos) {
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c += vec2(u_time * 3.0, u_time * 1.2);
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vec2 uv = (c - u_ts_origin) / (2.0 * u_ts_half) + 0.5;
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) return 1.0;
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return 1.0 - u_cloud_shadow * texture(u_tershadow, uv).b;
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return 1.0 - u_cloud_shadow * texture(u_tershadow_aux, uv).g;
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}
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// regional vegetation colour: aspen groves and drier ridges read lighter and yellower than
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