ludic/packages/ludic.render3d/shaders/tershadow.frag
Orkuncakilkaya c5e58d14ea 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>
2026-09-29 16:48:26 +03:00

43 lines
1.9 KiB
GLSL

// Height-field sun shadow, baked once per sun direction (the sun is fixed per scene).
//
// For every height-map texel: the lowest height at which a point above that texel still
// sees the sun. A point (xz, y) is lit iff the ray toward the sun clears the ground
// everywhere along it, i.e. y > h(xz + d.xz t) - d.y t for all t — so the value stored
// is the maximum of that expression over the ray. Every receiver in the scene (ground,
// trunk, crown, card, water) compares its own height against it: one march per texel,
// once, instead of 28 taps per terrain pixel per frame, and vegetation standing in a
// hillside's shadow goes dark with the hillside instead of glowing in front of it.
// The second channel is the distance to the occluder that set the bound, which widens
// the penumbra the way a real shadow softens with distance from its caster.
in vec2 v_uv;
out vec4 o; // TS_AUX: the occluder distance and the cloud mask (RG16F); else the lowest lit height (R32F)
uniform sampler2D u_height;
uniform float u_half;
uniform vec3 u_sun;
void main() {
vec2 xz = (v_uv - 0.5) * 2.0 * u_half;
vec3 d = u_sun;
float lit = -1.0e6;
float at = 0.0;
if (d.y > 0.02) {
float t = 1.5, step = 1.5;
for (int i = 0; i < 128; i++) {
vec2 q = xz + d.xz * t;
vec2 uv = q / (2.0 * u_half) + 0.5;
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) break;
float h = texture(u_height, uv).r - d.y * t;
if (h > lit) { lit = h; at = t; }
t += step;
step *= 1.045;
}
}
// the cloud layer's mask, once, into the aux target's G: sampled by cloudShadow() with the sun offset and
// the drift applied as a uv shift, instead of a five-octave fbm in every lit pixel of
// every pass
float cloud = smoothstep(0.02, 0.32, fbm(xz * 0.0011, 5));
#ifdef TS_AUX
o = vec4(at, cloud, 0.0, 1.0);
#else
o = vec4(lit, 0.0, 0.0, 1.0);
#endif
}