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>
9 lines
584 B
Markdown
9 lines
584 B
Markdown
bump: patch
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type: feat
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Things sit ON the ground rather than hovering over it. The screen-space GI pass takes
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a second, much tighter set of taps (a 0.40 m radius that grows with distance, with a
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range check so a far surface behind a near one cannot darken it) and folds the result
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into the ambient occlusion it already had. The wide radius answers "how enclosed is
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this", which a trunk meeting grass barely registers; the tight one answers "is
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something touching here", which is the shadow the eye looks for to place an object.
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It is eight taps on a buffer the pass had already bound.
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