feat(gl): OpenGL 4.1 and the ludic.render3d renderer
`Gl.*` binds the whole OpenGL 4.1 core API — every entry point of the platform gl3.h with every GL_* constant, generated by `ludic-dev glgen` with per-call ABI thunks. Windowed builds get an NSOpenGLContext on the existing window at Retina resolution; headless builds render into an offscreen CGL context, so a program that uses Gl.* renders and screenshots identically under the test harness. It links gl.ll, the thunks and OpenGL.framework only when used; every other build stays byte-identical. packages/ludic.render3d is a physically based renderer written on that surface: HDRI image-based lighting, GPU-generated terrain with scanned PBR materials, CDLOD, cascaded shadows, glTF with skinning, instanced vegetation with impostors, procedural grass, water, SSAO, and an HDR pipeline with bloom, auto-exposure and ACES. It also carries this session's work on it: the terrain at half its cost (10.3 -> 5.4 ms of frame), the streaming hitch that got worse the longer you played, a resize that emptied the world, and the packaging that lets a game use the renderer from its own repository — `ludic assets`, the material manifest shipping with the package, and shader lookup falling back to the install root. See changes/ for each, with its numbers. The camping game that drove all of it has moved out to its own repository, Maroon Lake; examples/rendering/smooth.ludic stays as the renderer's example here. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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packages/ludic.render3d/shaders/water.vert
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packages/ludic.render3d/shaders/water.vert
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layout(location = 0) in vec2 a_xz;
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uniform mat4 u_view;
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uniform mat4 u_proj;
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uniform float u_level;
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uniform vec2 u_center;
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uniform vec2 u_extent;
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out vec3 v_wpos;
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void main() {
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vec3 p = vec3(u_center.x + a_xz.x * 2.0 * u_extent.x, u_level, u_center.y + a_xz.y * 2.0 * u_extent.y); // the grid spans ±0.5
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v_wpos = p;
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gl_Position = u_proj * u_view * vec4(p, 1.0);
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}
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