ludic/packages/ludic.render3d/shaders/spv
2026-09-29 22:30:35 +03:00
..
1b654972.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
1b654972.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
1ce5c5d1.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
1ce5c5d1.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
1f95f31b.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
1f95f31b.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
1fde9cd2.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
1fde9cd2.vert.spv feat(render3d): an aspen quakes, and a tree is no longer bent like a bow 2026-09-19 21:13:42 +03:00
2e2908c8.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
2e2908c8.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
2ee6d2e3.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
2ee6d2e3.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
3a1797ab.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
3a1797ab.vert.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
3b183d8f.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
3b183d8f.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
3e4b62f9.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
3e4b62f9.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
4a8e9f28.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
4a8e9f28.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
4be7acd9.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
4be7acd9.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
4cf96468.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
4cf96468.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
4d4fa91b.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
4d4fa91b.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
4dda406a.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
4dda406a.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
5b8c3ae8.frag.spv render3d: heightgen's plain and SMOOTH variants compiled (61 programs) - a smoothed or noise-only terrain had no height field on Vulkan; run-time defines as pure functions (program_defs.ludic) and manifest_test holds every program the source can ask for, literal or computed, to the manifest 2026-09-29 22:30:35 +03:00
5b8c3ae8.vert.spv render3d: heightgen's plain and SMOOTH variants compiled (61 programs) - a smoothed or noise-only terrain had no height field on Vulkan; run-time defines as pure functions (program_defs.ludic) and manifest_test holds every program the source can ask for, literal or computed, to the manifest 2026-09-29 22:30:35 +03:00
5e70d731.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
5e70d731.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
5e4589a1.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
5e4589a1.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
9d3e2ddd.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
9d3e2ddd.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
9dce3246.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
9dce3246.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
46e2325c.frag.spv render3d: under a fog wall the volumetric air is marched only to it, SSGI stops where it is solid, and card casters that fill the wall stop rebuilding 2026-09-29 17:00:27 +03:00
46e2325c.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
79b77ed9.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
79b77ed9.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
86f427b0.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
86f427b0.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
254e7887.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
254e7887.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
266d2401.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
266d2401.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
428caa3a.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
428caa3a.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
439a2253.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
439a2253.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
858f5089.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
858f5089.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
01089da8.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
01089da8.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
3733fc38.frag.spv render3d: under a fog wall the volumetric air is marched only to it, SSGI stops where it is solid, and card casters that fill the wall stop rebuilding 2026-09-29 17:00:27 +03:00
3733fc38.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
5161e6ba.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
5161e6ba.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
9068df1c.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
9068df1c.vert.spv feat(render3d): an aspen quakes, and a tree is no longer bent like a bow 2026-09-19 21:13:42 +03:00
512004a1.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
512004a1.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
638623c2.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
638623c2.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
676965ab.frag.spv render3d: under a fog wall the volumetric air is marched only to it, SSGI stops where it is solid, and card casters that fill the wall stop rebuilding 2026-09-29 17:00:27 +03:00
676965ab.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
725523d9.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
725523d9.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
74258189.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
74258189.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
a0f2dbac.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
a0f2dbac.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
a5ad521e.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
a5ad521e.vert.spv feat(render3d): an aspen quakes, and a tree is no longer bent like a bow 2026-09-19 21:13:42 +03:00
a45356c7.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
a45356c7.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
a64015f2.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
a64015f2.vert.spv feat(render3d): an aspen quakes, and a tree is no longer bent like a bow 2026-09-19 21:13:42 +03:00
a4683767.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
a4683767.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
b8cff226.frag.spv render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
b8cff226.vert.spv render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
b9fc2041.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
b9fc2041.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
b20fdcb5.frag.spv render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
b20fdcb5.vert.spv feat(render3d): the meadow's blades are culled on the GPU - under 1.5 ms of a MoltenVK frame for all the grass 2026-09-27 15:47:36 +03:00
b79a1f4e.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
b79a1f4e.vert.spv feat(render3d): an aspen quakes, and a tree is no longer bent like a bow 2026-09-19 21:13:42 +03:00
b603a056.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
b603a056.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
b4587cd4.frag.spv render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +03:00
b4587cd4.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
b964507f.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
b964507f.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
bf3151c8.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
bf3151c8.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
bfa15301.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
bfa15301.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
c57b4f14.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
c57b4f14.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
c60a9a25.frag.spv render3d: heightgen's plain and SMOOTH variants compiled (61 programs) - a smoothed or noise-only terrain had no height field on Vulkan; run-time defines as pure functions (program_defs.ludic) and manifest_test holds every program the source can ask for, literal or computed, to the manifest 2026-09-29 22:30:35 +03:00
c60a9a25.vert.spv render3d: heightgen's plain and SMOOTH variants compiled (61 programs) - a smoothed or noise-only terrain had no height field on Vulkan; run-time defines as pure functions (program_defs.ludic) and manifest_test holds every program the source can ask for, literal or computed, to the manifest 2026-09-29 22:30:35 +03:00
cb13f3c6.frag.spv render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
cb13f3c6.vert.spv render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
d48d6a48.frag.spv render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
d48d6a48.vert.spv render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
e9b6300c.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
e9b6300c.vert.spv feat(render3d): an aspen quakes, and a tree is no longer bent like a bow 2026-09-19 21:13:42 +03:00
e18e40c9.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
e18e40c9.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
e86f78e8.frag.spv render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
e86f78e8.vert.spv feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
f4a2b586.frag.spv render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
f4a2b586.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
f34dce08.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
f34dce08.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
f2952361.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
f2952361.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
f4382918.frag.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
f4382918.vert.spv render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
grass_cull.comp.spv render3d: the GPU blades grow by a painted density (a layer of the ground densities, grass_density_layer) where a map has one - a 5x5-tile window round the camera in a storage buffer the cull samples - and by today's rules where not; grass_rule_at is the rules on the CPU for the migration 2026-09-29 21:14:22 +03:00
grass_reset.comp.spv render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
manifest.txt render3d: heightgen's plain and SMOOTH variants compiled (61 programs) - a smoothed or noise-only terrain had no height field on Vulkan; run-time defines as pure functions (program_defs.ludic) and manifest_test holds every program the source can ask for, literal or computed, to the manifest 2026-09-29 22:30:35 +03:00
probe.comp.spv feat(render3d): compute and indirect draws on Vulkan, and tree layers culled on the GPU (opt-in) 2026-09-15 14:19:43 +03:00
scatter_cull.comp.spv render3d(vulkan): GPU-driven trees - one merged mesh per material, one draw per material; on by default 2026-09-15 16:44:00 +03:00