ludic/packages/ludic.render3d/shaders
Orkuncakilkaya 031137a5fa feat(render3d): rain that leaves something behind
Rain fell and the ground did not change: the weather was a curtain of particles in front
of a dry valley.

u_wet, 0 dry to 1 soaked, does the three things a wet surface does. Darkens the albedo.
Drops the roughness hard - which is what makes a soaked meadow read as soaked rather than
merely dark, because the sky glances off it. And pools: water finds the low places and
flat ground holds what a slope sheds, so the puddle mask is the macro noise the materials
already use gated on slope, and a puddle takes the world's up for its normal rather than
the ground's relief.

It joins the shore's existing wet band rather than fighting it - the same term from a
different cause.

34.1% of the frame changes between dry and soaked. GL 7.1 s either way over 400 frames.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 19:43:29 +03:00
..
spv feat(render3d): rain that leaves something behind 2026-09-19 19:43:29 +03:00
adapt.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
bake.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
bloom_down.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
bloom_up.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
compute.list 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
depth.frag perf(render3d): a depth prepass for the near tree foliage 2026-09-13 04:18:38 +03:00
dof.frag feat(render3d): anti-aliasing that exists, and a lens for the viewfinder 2026-09-19 17:38:25 +03:00
fullscreen.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
grass.mesh feat(render3d): mesh-shader grass 2026-09-15 20:20:42 +03:00
grass.vert feat(render3d): the grass knows a body is standing in it 2026-09-19 18:40:08 +03:00
heightgen.frag feat(render3d): terrain_lake_carve - a height map may carry its own lake bed 2026-09-16 15:27:21 +03:00
ibl_brdf.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
ibl_irradiance.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
ibl_prefilter.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
impostor.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
impostor.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
lighting.glsl feat(render3d): the air and the light are the hour's, not one constant apiece 2026-09-19 14:42:30 +03:00
model.frag fix(render3d): a leaf is not matte 2026-09-19 16:41:33 +03:00
model.vert feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00
noise.glsl feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
outline.frag feat(render3d): a rim outline around a highlighted actor 2026-09-10 16:15:12 +03:00
overlay.frag feat(render3d): HDR calibration; fix the HDR toggle crash and yellow reading as red 2026-09-15 22:57:18 +03:00
overlay.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
probe.comp 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 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
shadow.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
sharpen.frag feat(render3d): anti-aliasing that exists, and a lens for the viewfinder 2026-09-19 17:38:25 +03:00
skin.vert feat(render3d): a rim outline around a highlighted actor 2026-09-10 16:15:12 +03:00
sky.frag feat(render3d): the air and the light are the hour's, not one constant apiece 2026-09-19 14:42:30 +03:00
ssao.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
ssao_blur.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
ssgi.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
ternormal.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
terrain.frag feat(render3d): rain that leaves something behind 2026-09-19 19:43:29 +03:00
terrain.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
tershadow.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
tersun.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
tonemap.frag feat(render3d): HDR calibration; fix the HDR toggle crash and yellow reading as red 2026-09-15 22:57:18 +03:00
variants.list feat(render3d): anti-aliasing that exists, and a lens for the viewfinder 2026-09-19 17:38:25 +03:00
volumetric.frag feat(render3d): light you can see - sun shafts and valley mist 2026-09-19 16:06:16 +03:00
water.frag fix(render3d): the meadow is vegetation, and still water reads as water 2026-09-19 18:07:01 +03:00
water.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
wind.glsl feat(render3d): one wind, and everything in the valley is moved by it 2026-09-19 18:24:43 +03:00