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>
Every lit program blends toward the horizon colour (the prefiltered sky with the sun's inscatter,
so it carries the day's grade); the sky's horizon band is pulled to the same colour, wider the
closer the wall. The far plane, scatter and stream cull reach and the shadow cascades are clamped
to the wall; the reflection pass shares the shaders and the cull. 0 is off: every branch is gated
on u_fog_wall > 0 and r3d_reach hands back the far it was given. R3D_FOG_WALL=<m> for a shot.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- a CAMetalLayer on the view (cocoa.ll win_metal_layer), VK_EXT_metal_surface, QuartzCore linked
with Vk.*; the drawable measured after the layer sets the backing scale
- vk_mac.ll opens MoltenVK directly after any loader: a bundle ships only libMoltenVK.dylib
- a covered window is not presented to (win_visible); one frame in flight on macOS
(R3D_VK_INFLIGHT), with images, buffers and descriptor pools held until it is done
- win_held / win_mouse / win_pad / win_touch / win_text / win_present pass slice elements (arg_buf):
every windowed program died on its first input poll
- variants.list and SPIR-V for the three NEAR_FADE foliage programs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>