- 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>
8 lines
417 B
Text
8 lines
417 B
Text
// grass_reset.comp - zero each band's instance count before grass_cull.comp counts into it. On the
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// GPU, in order, because the frame before may still be drawing from the same records.
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layout(local_size_x = 1) in;
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layout(set = 0, binding = 0) uniform Params { uvec4 n; } pr;
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layout(set = 0, binding = 1) buffer Cmds { uint cmds[]; };
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void main() {
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for (uint b = 0u; b < pr.n.x; b++) { cmds[b * 5u + 1u] = 0u; }
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}
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