water.frag takes u_wade - a point and a strength - and puts spreading rings and a patch of churn into the surface normals there, so a wader marks the water and a swimmer works the whole of it. It is one uniform in a fragment stage that was already running, applied after the distance flattening so a disturbance close to the camera survives it, and it measures no frame cost at all. Also records the two renderer features that shipped without a changeset. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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bump: patch type: feat Things sit ON the ground rather than hovering over it. The screen-space GI pass takes a second, much tighter set of taps (a 0.40 m radius that grows with distance, with a range check so a far surface behind a near one cannot darken it) and folds the result into the ambient occlusion it already had. The wide radius answers "how enclosed is this", which a trunk meeting grass barely registers; the tight one answers "is something touching here", which is the shadow the eye looks for to place an object. It is eight taps on a buffer the pass had already bound.