ludic/packages/ludic.render3d/shaders
2026-09-29 21:14:22 +03:00
..
spv render3d: the GPU blades grow by a painted density (a layer of the ground densities, grass_density_layer) where a map has one - a 5x5-tile window round the camera in a storage buffer the cull samples - and by today's rules where not; grass_rule_at is the rules on the CPU for the migration 2026-09-29 21:14:22 +03:00
adapt.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
bake.frag render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission 2026-09-29 18:52:42 +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): the meadow's blades are culled on the GPU - under 1.5 ms of a MoltenVK frame for all the grass 2026-09-27 15:47:36 +03:00
depth.frag feat(render3d): a bole that does not quake, leaves out of the lens, a light with a reach 2026-09-20 00:06:50 +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 render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
grass.vert render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
grass_cull.comp render3d: the GPU blades grow by a painted density (a layer of the ground densities, grass_density_layer) where a map has one - a 5x5-tile window round the camera in a storage buffer the cull samples - and by today's rules where not; grass_rule_at is the rules on the CPU for the migration 2026-09-29 21:14:22 +03:00
grass_inst.vert feat(render3d): the meadow's blades are culled on the GPU - under 1.5 ms of a MoltenVK frame for all the grass 2026-09-27 15:47:36 +03:00
grass_reset.comp render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +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 carry: the runtime and render3d work Maroon Lake builds against 2026-09-23 15:55:02 +03:00
impostor.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
lighting.glsl render3d: under a fog wall the volumetric air is marched only to it, SSGI stops where it is solid, and card casters that fill the wall stop rebuilding 2026-09-29 17:00:27 +03:00
model.frag render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants 2026-09-29 19:15:39 +03:00
model.vert render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +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 render3d/overlay: the font atlas kept as its coverage, one byte a texel 2026-09-29 14:45:02 +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): an aspen quakes, and a tree is no longer bent like a bow 2026-09-19 21:13:42 +03:00
sky.frag render3d: the shadow array holds only the cascades a fog wall needs, and a thick fog takes the whole sky 2026-09-29 16:10:58 +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 render3d: under a fog wall the volumetric air is marched only to it, SSGI stops where it is solid, and card casters that fill the wall stop rebuilding 2026-09-29 17:00:27 +03:00
ternormal.frag perf(render3d): the terrain's height and normal in R32F + RG16F, 128 MB where one RGBA32F was 256 2026-09-28 02:31:18 +03:00
terpage.glsl render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
terrain.frag render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
terrain.vert render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +03:00
tershadow.frag render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +03:00
tersun.frag render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders) 2026-09-29 17:10:49 +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 render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F 2026-09-29 16:48:26 +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 feat(render3d): the lake answers to a body standing in it 2026-09-19 20:23:27 +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