`Gl.*` binds the whole OpenGL 4.1 core API — every entry point of the platform gl3.h with every GL_* constant, generated by `ludic-dev glgen` with per-call ABI thunks. Windowed builds get an NSOpenGLContext on the existing window at Retina resolution; headless builds render into an offscreen CGL context, so a program that uses Gl.* renders and screenshots identically under the test harness. It links gl.ll, the thunks and OpenGL.framework only when used; every other build stays byte-identical. packages/ludic.render3d is a physically based renderer written on that surface: HDRI image-based lighting, GPU-generated terrain with scanned PBR materials, CDLOD, cascaded shadows, glTF with skinning, instanced vegetation with impostors, procedural grass, water, SSAO, and an HDR pipeline with bloom, auto-exposure and ACES. It also carries this session's work on it: the terrain at half its cost (10.3 -> 5.4 ms of frame), the streaming hitch that got worse the longer you played, a resize that emptied the world, and the packaging that lets a game use the renderer from its own repository — `ludic assets`, the material manifest shipping with the package, and shader lookup falling back to the install root. See changes/ for each, with its numbers. The camping game that drove all of it has moved out to its own repository, Maroon Lake; examples/rendering/smooth.ludic stays as the renderer's example here. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
47 lines
2.1 KiB
GLSL
47 lines
2.1 KiB
GLSL
// screen-space ambient occlusion from the resolved depth (half resolution)
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in vec2 v_uv;
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out vec4 o_color;
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uniform sampler2D u_depth;
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uniform mat4 u_inv_proj;
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uniform mat4 u_proj;
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uniform vec2 u_texel;
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uniform float u_radius; // world metres
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uniform float u_intensity;
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vec3 viewPos(vec2 uv) {
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float d = texture(u_depth, uv).r;
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vec4 p = u_inv_proj * vec4(uv * 2.0 - 1.0, d * 2.0 - 1.0, 1.0);
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return p.xyz / p.w;
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}
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void main() {
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vec3 P = viewPos(v_uv);
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if (-P.z > 900.0) { o_color = vec4(1.0); return; }
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// normal from the depth's neighbourhood (take the smaller difference on each axis)
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vec3 Pr = viewPos(v_uv + vec2(u_texel.x, 0.0)), Pl = viewPos(v_uv - vec2(u_texel.x, 0.0));
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vec3 Pu = viewPos(v_uv + vec2(0.0, u_texel.y)), Pd = viewPos(v_uv - vec2(0.0, u_texel.y));
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vec3 dx = (abs(Pr.z - P.z) < abs(P.z - Pl.z)) ? Pr - P : P - Pl;
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vec3 dy = (abs(Pu.z - P.z) < abs(P.z - Pd.z)) ? Pu - P : P - Pd;
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vec3 N = normalize(cross(dx, dy));
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float noise = ign(gl_FragCoord.xy);
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float ao = 0.0;
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const int S = 12;
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float radius = u_radius * (1.0 + 0.01 * -P.z);
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for (int i = 0; i < S; i++) {
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float a = (float(i) + noise) * 2.3999632; // golden angle spiral
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float r = sqrt((float(i) + 0.5 + noise) / float(S));
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vec3 dir = vec3(cos(a) * r, sin(a) * r, sqrt(max(0.0, 1.0 - r * r)));
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// hemisphere around N
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vec3 up = abs(N.z) < 0.999 ? vec3(0, 0, 1) : vec3(1, 0, 0);
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vec3 t = normalize(cross(up, N)), b = cross(N, t);
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vec3 s = P + (t * dir.x + b * dir.y + N * dir.z) * radius * (0.2 + 0.8 * r);
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vec4 c = u_proj * vec4(s, 1.0);
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vec2 suv = c.xy / c.w * 0.5 + 0.5;
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if (suv.x < 0.0 || suv.x > 1.0 || suv.y < 0.0 || suv.y > 1.0) continue;
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float sz = viewPos(suv).z;
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float rangeCheck = smoothstep(0.0, 1.0, radius / max(abs(P.z - sz), 1e-3));
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ao += (sz >= s.z + 0.02 * radius ? 1.0 : 0.0) * rangeCheck;
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}
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ao = 1.0 - u_intensity * ao / float(S);
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// contact occlusion is a near-field effect: fade it out with distance
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ao = mix(clamp(ao, 0.0, 1.0), 1.0, smoothstep(120.0, 350.0, -P.z));
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o_color = vec4(ao, -P.z, 0.0, 1.0);
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}
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