ludic/packages
Orkuncakilkaya 9ba093bf07 fix(render3d): water read the window's size, not the frame it drew into
The water shader's `u_screen`, and the reflection target's size, were both taken
from gl_w/gl_h - the drawable. But gl_FragCoord in that shader runs over the
scene target, which is post_w x post_h. They match only at a render scale of 1;
at anything less the refraction and depth reads landed in the wrong corner of
the frame and the lake showed a squashed copy of it instead of its own bed.

Both now come from the scene target. The reflection is sized from it too, which
also stops it paying for pixels the water never samples. R3D_DUMP_REFL reads the
target's own w/h rather than recomputing them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 16:15:34 +03:00
..
ludic.core feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch 2026-09-04 01:36:08 +03:00
ludic.dungeon feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch 2026-09-04 01:36:08 +03:00
ludic.gameplay refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
ludic.npcai refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
ludic.platformer refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
ludic.prefs refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
ludic.render3d fix(render3d): water read the window's size, not the frame it drew into 2026-09-10 16:15:34 +03:00
ludic.rpg refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
ludic.shooter refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00