ludic/packages/ludic.render3d/shaders
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
..
spv 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
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): 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 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.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_cull.comp 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_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 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
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 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
model.frag 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
model.vert 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
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): HDR calibration; fix the HDR toggle crash and yellow reading as red 2026-09-15 22:57:18 +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(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 feat(render3d): the air and the light are the hour's, not one constant apiece 2026-09-19 14:42:30 +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(render3d): contact darkening, so things sit ON the ground 2026-09-19 19:49:05 +03:00
ternormal.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
terrain.frag feat(render3d): rain that leaves something behind 2026-09-19 19:43:29 +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): HDR calibration; fix the HDR toggle crash and yellow reading as red 2026-09-15 22:57:18 +03:00
variants.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
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