ludic/packages/ludic.render3d/shaders/compute.list
Orkuncakilkaya cc384efee0 feat(render3d): the meadow's blades are culled on the GPU - under 1.5 ms of a MoltenVK frame for all the grass
- grass_cull.comp decides each candidate blade once a frame (place, ground, density, water,
  slope, frustum, colour field) and writes survivors into three bands by distance, one indirect
  draw each; grass_inst.vert only bends and places the vertices. OpenGL keeps grass.vert's
  per-vertex path; R3D_GRASS_GPU=0 compares
- compute programs take sampled textures after their buffers (gpu_compute_tex / gpu_dispatch_tex),
  and every dispatch now records a compute-to-draw memory barrier
- the blades as a sward: 4 m cells, bands with five, three and one-quad blades, spacing doubling
  every 18 m to 70 m, never narrower than a pixel; lit facing the sun and leaning to the sky,
  shadow looked up above the ground (it read the terrain as its caster), a colour ramp that
  leaves only the sheath dark, clumps, dry patches and a tussock shade worked out per blade
- scatter layers flagged grass are skipped while the blades draw (and under R3D_NOGRASS);
  R3D_BLADES, R3D_NOBLADES win over the game's setting; R3D_GRASS_S0/D0 for measuring

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 15:47:36 +03:00

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# compute.list - render3d's compute programs: name|file.comp. Built by `ludic-dev shaders` into
# spv/<name>.comp.spv. Binding 0 is the uniform block of parameters, 1.. storage buffers.
probe|probe.comp
scatter_cull|scatter_cull.comp
grass_reset|grass_reset.comp
grass_cull|grass_cull.comp