GrassKind (grass_kind.ludic) carries what grass.ludic, grass_gpu.ludic, grass.vert, grass_cull.comp and
model.frag's BLADE path held as constants: the cell, s0 / d0 / radius, the row bands and rows, the blade
profile (neck, root, swell, tip, bend), the heights, clumps, widths and arch, where it grows (slope, snow,
the photograph's test), the root / tip / gone-to-seed colours, the far tufts, the root occlusion, the
roughness, the sheen and the wind. Its defaults are those constants exactly, so a game that sets nothing
draws as before. The shaders read them as u_gk_* (the cull as five more Params vec4s, 288 bytes);
grass_reset.comp writes each band's index count so a kind of other rows reaches the draw in order.
grass_quality holds the kind to a settings tier (never denser, never farther); R3D_GRASS_* still win.
grass_profile_w / _bend are the one profile, for the meshes and a game's preview. grass.mesh takes only
the cell: the rest of it is an older copy that already differs from grass.vert, left as it draws.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
terpage.glsl is the reference block (tpSlot, tpUV, terHeight, terHeightSmooth, terNormalXZ,
terOrtho, tpOrthoRes, tpOrthoLod), pasted by section into terrain.vert, terrain.frag,
tersun.frag, model.vert, grass.vert and grass.mesh. u_tp_on = 0 reads the old samplers with the
old coordinates and filtering; on, a resident tile is read at level 0 from u_tp_h / u_tp_nrm /
u_tp_ortho, anything else from the coarse map now bound under the old names. The B-splines use
the FULL map's texel and take every tap through the page, so a tile edge stays one surface;
blurred photograph reads (lod 1-2.5) stay on u_ortho with the level moved down by the coarse
map's ratio. The fragment stages drop their unused u_height. SPIR-V rebuilt: terrain programs
carry 23 samplers (21 in the fragment stage), up from 19.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
The first generation pass's R32F height is kept as ter_height_tex (not copied into an RGBA32F),
so every reader of the height - placement, the read-back, physics, selftest16's 9 mm - sees the
same 32 bits. ternormal.frag writes the baked normal's x and z into ter_normal_tex (RG16F), and
the six places that read it (terrain.frag twice, tersun.frag, grass.vert, grass.mesh,
grass_cull.comp, which takes a third texture at binding 6) rebuild y. SPIR-V regenerated.
Maroon Lake's play, headless Vulkan: 2793 -> 2647 MB. The camp's frame: 0.066% of pixels differ by
more than 8 (mean 0.024/255), isolated grass blades at the slope gate. ludic-dev test 307/307.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- grass_cull.comp decides each candidate blade once a frame (place, ground, density, water,
slope, frustum, colour field) and writes survivors into three bands by distance, one indirect
draw each; grass_inst.vert only bends and places the vertices. OpenGL keeps grass.vert's
per-vertex path; R3D_GRASS_GPU=0 compares
- compute programs take sampled textures after their buffers (gpu_compute_tex / gpu_dispatch_tex),
and every dispatch now records a compute-to-draw memory barrier
- the blades as a sward: 4 m cells, bands with five, three and one-quad blades, spacing doubling
every 18 m to 70 m, never narrower than a pixel; lit facing the sun and leaning to the sky,
shadow looked up above the ground (it read the terrain as its caster), a colour ramp that
leaves only the sheath dark, clumps, dry patches and a tussock shade worked out per blade
- scatter layers flagged grass are skipped while the blades draw (and under R3D_NOGRASS);
R3D_BLADES, R3D_NOBLADES win over the game's setting; R3D_GRASS_S0/D0 for measuring
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>