ludic/packages/ludic.render3d/shaders/variants.list
Orkuncakilkaya cdfffa62bb render3d: grass in chunks of 256 tiles a draw, flower casters only into the cascades they reach
Grass (Vulkan with multi-draw indirect): every visible tile is a record in one buffer, uploaded once a
frame, and each band draws its records 256 at a time. A record's firstInstance is its place in the
chunk times 65536; grass.vert's TILES variant reads that place's corner and indices per cell from
u_tiles. R3D_GRASS_TILES=1 keeps a draw per tile. OpenGL is unchanged.

Casters: a LOD level with no impostor is drawn into a shadow cascade only when its distance band,
widened by six times its height, the camera's height over the ground and the frustum's corner reach,
can touch that cascade's receivers. The flowers' mesh levels (6 - 30 m) leave the three outer
cascades. R3D_CAST_ALL=1 draws every level everywhere. OpenGL frames byte-identical at all five
viewpoints; alpha-tested shadow draws at a 460 -> 244.

gpu_has_mdi() guards both this and the GPU-culled trees' multi-record draws.

Camp: Mac Vulkan 2645 -> 2191 (grass) -> 2034 draws; PC 2657 -> 2046, self-tests 59/59, validation 0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 16:58:53 +03:00

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# variants.list - every program render3d builds: vertex|fragment|defines (one line; newlines
# in the defines are written as ";"). A backend that cannot compile shaders at run time
# (Vulkan: SPIR-V is built ahead) must cover all of them. Regenerate by running the game and
# its self-tests with R3D_PROGRAMS_LOG=<file> and sorting the result.
fullscreen.vert|adapt.frag|
fullscreen.vert|bloom_down.frag|
fullscreen.vert|bloom_up.frag|
fullscreen.vert|heightgen.frag|#define DEM;
fullscreen.vert|ibl_brdf.frag|
fullscreen.vert|ibl_irradiance.frag|
fullscreen.vert|ibl_prefilter.frag|
fullscreen.vert|sharpen.frag|
fullscreen.vert|sky.frag|
fullscreen.vert|ssao_blur.frag|
fullscreen.vert|ssgi.frag|
fullscreen.vert|ternormal.frag|
fullscreen.vert|tershadow.frag|#define NOISE_ONLY;
fullscreen.vert|tonemap.frag|
grass.vert|model.frag|#define FOLIAGE;#define BLADE;
grass.vert|model.frag|#define FOLIAGE;#define BLADE;#define TILES;
impostor.vert|impostor.frag|
impostor.vert|impostor.frag|#define SHADOW_PASS;
model.vert|bake.frag|
model.vert|bake.frag|#define CARD;
model.vert|bake.frag|#define FLOWER;
model.vert|depth.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;
model.vert|model.frag|
model.vert|model.frag|#define CARD;#define CHEAP;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define BLADE;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define CARD;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define EQ_PASS;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define FLOWER;
model.vert|model.frag|#define SHADOW_PASS;#define WIND;#define CARD;
model.vert|model.frag|#define WIND;
model.vert|shadow.frag|#define SHADOW_PASS;
model.vert|shadow.frag|#define SHADOW_PASS;#define WIND;
model.vert|shadow.frag|#define SHADOW_PASS;#define WIND;#define ALPHA_TEST;
overlay.vert|overlay.frag|
skin.vert|model.frag|
skin.vert|model.frag|#define ALPHA_TEST;
skin.vert|outline.frag|#define OUTLINE;
skin.vert|outline.frag|#define OUTLINE;#define ALPHA_TEST;
skin.vert|shadow.frag|#define SHADOW_PASS;
skin.vert|shadow.frag|#define SHADOW_PASS;#define ALPHA_TEST;
terrain.vert|terrain.frag|
terrain.vert|terrain.frag|#define FAR_ONLY;
terrain.vert|terrain.frag|#define NEAR_ONLY;
terrain.vert|tersun.frag|
water.vert|water.frag|