`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>
23 lines
934 B
GLSL
23 lines
934 B
GLSL
// auto-exposure on the GPU: the scene's mean luminance from the top of its mip chain,
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// eased toward from the previous frame's value, written to a 1x1 texture the tonemapper
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// reads. Nothing comes back to the CPU (a readback there waited for the whole frame's
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// GPU work and serialised the two: 34 ms -> the sum of both, measured 2026-09-09).
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in vec2 v_uv;
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out vec4 o_color;
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uniform sampler2D u_scene;
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uniform sampler2D u_prev;
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uniform float u_lod;
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uniform float u_key;
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uniform float u_max;
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uniform float u_rate;
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uniform float u_reset;
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void main() {
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vec3 c = textureLod(u_scene, vec2(0.5), u_lod).rgb;
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c = clamp(c, vec3(0.0), vec3(1.0e5));
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float lum = dot(c, vec3(0.2126, 0.7152, 0.0722));
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float target = clamp(u_key / max(lum, 0.001), 0.02, u_max);
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float prev = texture(u_prev, vec2(0.5)).r;
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float e = mix(prev, target, u_rate);
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if (u_reset > 0.5 || !(prev > 0.0)) e = target;
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o_color = vec4(e, 0.0, 0.0, 1.0);
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}
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