ludic/packages/ludic.render3d/shaders
Orkuncakilkaya 750d13779d feat(render3d): mesh-shader grass
The chunked grass path draws each chunk as one mesh-shader dispatch when the
setting asks and the card has VK_EXT_mesh_shader: work group y is a tile, x a
batch of 16 of its blades, and a blade the placement, density, frustum, water
or slope tests reject emits nothing - the instanced path still runs its eight
vertices to a degenerate position. grass.mesh generates the same blades as
grass.vert (grass_blade_mesh(4)'s rows, the same hashes, sway and lighting
normal), capped at the instanced path's 65535 a tile.

Vulkan: VK_EXT_mesh_shader with meshShader, and maintenance4 (glslang's mesh
stages declare LocalSizeId); vkCmdDrawMeshTasksEXT looked up per device, as the
Streamline interposer exports none; a *.mesh program's pipeline takes the mesh
stage and no vertex input, its bindings the mesh stage bit. gpu_has_mesh,
gpu_draw_mesh_tasks; r3d_mesh_grass and R3D_MESH_GRASS / R3D_NO_MESH.
bin/ludic-dev rebuilt: the committed binary predated the shader tool's mesh
support and compiled grass.mesh as a vertex stage.

PC (RTX 3070 Ti): the camp matches the chunked path; validation only the
no-window present-id message.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 20:20:42 +03:00
..
spv feat(render3d): mesh-shader grass 2026-09-15 20:20:42 +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
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 render3d: grass in chunks of 256 tiles a draw, flower casters only into the cascades they reach 2026-09-15 16:58:53 +03:00
heightgen.frag feat(render3d): replace the world at run time, water bodies, terrain_sea 2026-09-13 00:03:40 +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): texture filtering and shadow resolution a game can change while it runs 2026-09-15 14:25:55 +03:00
model.frag perf(render3d): a depth prepass for the near tree foliage 2026-09-13 04:18:38 +03:00
model.vert perf(render3d): a depth prepass for the near tree foliage 2026-09-13 04:18:38 +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): HDR10 output, and DLSS that stays still 2026-09-15 20:06:18 +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(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +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): give the moon a phase 2026-09-10 16:15:19 +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 render3d(vulkan): the ground reads the sun cascades itself - no separate terrain sun pass 2026-09-15 17:26:39 +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): HDR10 output, and DLSS that stays still 2026-09-15 20:06:18 +03:00
variants.list feat(render3d): mesh-shader grass 2026-09-15 20:20:42 +03:00
water.frag fix(render3d): lakes clipped to their ellipse; r3d_fog_base 2026-09-13 00:29:37 +03:00
water.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00