| .. |
|
spv
|
render3d: heightgen's plain and SMOOTH variants compiled (61 programs) - a smoothed or noise-only terrain had no height field on Vulkan; run-time defines as pure functions (program_defs.ludic) and manifest_test holds every program the source can ask for, literal or computed, to the manifest
|
2026-09-29 22:30:35 +03:00 |
|
adapt.frag
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
bake.frag
|
render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission
|
2026-09-29 18:52:42 +03:00 |
|
bloom_down.frag
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
bloom_up.frag
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
compute.list
|
feat(render3d): the meadow's blades are culled on the GPU - under 1.5 ms of a MoltenVK frame for all the grass
|
2026-09-27 15:47:36 +03:00 |
|
depth.frag
|
feat(render3d): a bole that does not quake, leaves out of the lens, a light with a reach
|
2026-09-20 00:06:50 +03:00 |
|
dof.frag
|
feat(render3d): anti-aliasing that exists, and a lens for the viewfinder
|
2026-09-19 17:38:25 +03:00 |
|
fullscreen.vert
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
grass.mesh
|
render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants
|
2026-09-29 19:15:39 +03:00 |
|
grass.vert
|
render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants
|
2026-09-29 19:15:39 +03:00 |
|
grass_cull.comp
|
render3d: the GPU blades grow by a painted density (a layer of the ground densities, grass_density_layer) where a map has one - a 5x5-tile window round the camera in a storage buffer the cull samples - and by today's rules where not; grass_rule_at is the rules on the CPU for the migration
|
2026-09-29 21:14:22 +03:00 |
|
grass_inst.vert
|
feat(render3d): the meadow's blades are culled on the GPU - under 1.5 ms of a MoltenVK frame for all the grass
|
2026-09-27 15:47:36 +03:00 |
|
grass_reset.comp
|
render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants
|
2026-09-29 19:15:39 +03:00 |
|
heightgen.frag
|
feat(render3d): terrain_lake_carve - a height map may carry its own lake bed
|
2026-09-16 15:27:21 +03:00 |
|
ibl_brdf.frag
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
ibl_irradiance.frag
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
ibl_prefilter.frag
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
impostor.frag
|
carry: the runtime and render3d work Maroon Lake builds against
|
2026-09-23 15:55:02 +03:00 |
|
impostor.vert
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
lighting.glsl
|
render3d: under a fog wall the volumetric air is marched only to it, SSGI stops where it is solid, and card casters that fill the wall stop rebuilding
|
2026-09-29 17:00:27 +03:00 |
|
model.frag
|
render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants
|
2026-09-29 19:15:39 +03:00 |
|
model.vert
|
render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders)
|
2026-09-29 17:10:49 +03:00 |
|
noise.glsl
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
outline.frag
|
feat(render3d): a rim outline around a highlighted actor
|
2026-09-10 16:15:12 +03:00 |
|
overlay.frag
|
render3d/overlay: the font atlas kept as its coverage, one byte a texel
|
2026-09-29 14:45:02 +03:00 |
|
overlay.vert
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
probe.comp
|
feat(render3d): compute and indirect draws on Vulkan, and tree layers culled on the GPU (opt-in)
|
2026-09-15 14:19:43 +03:00 |
|
scatter_cull.comp
|
render3d(vulkan): GPU-driven trees - one merged mesh per material, one draw per material; on by default
|
2026-09-15 16:44:00 +03:00 |
|
shadow.frag
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
sharpen.frag
|
feat(render3d): anti-aliasing that exists, and a lens for the viewfinder
|
2026-09-19 17:38:25 +03:00 |
|
skin.vert
|
feat(render3d): an aspen quakes, and a tree is no longer bent like a bow
|
2026-09-19 21:13:42 +03:00 |
|
sky.frag
|
render3d: the shadow array holds only the cascades a fog wall needs, and a thick fog takes the whole sky
|
2026-09-29 16:10:58 +03:00 |
|
ssao.frag
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
ssao_blur.frag
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
ssgi.frag
|
render3d: under a fog wall the volumetric air is marched only to it, SSGI stops where it is solid, and card casters that fill the wall stop rebuilding
|
2026-09-29 17:00:27 +03:00 |
|
ternormal.frag
|
perf(render3d): the terrain's height and normal in R32F + RG16F, 128 MB where one RGBA32F was 256
|
2026-09-28 02:31:18 +03:00 |
|
terpage.glsl
|
render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders)
|
2026-09-29 17:10:49 +03:00 |
|
terrain.frag
|
render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders)
|
2026-09-29 17:10:49 +03:00 |
|
terrain.vert
|
render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders)
|
2026-09-29 17:10:49 +03:00 |
|
tershadow.frag
|
render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F
|
2026-09-29 16:48:26 +03:00 |
|
tersun.frag
|
render3d: the ground's maps read through a page table of fine tiles over a coarse map (shaders)
|
2026-09-29 17:10:49 +03:00 |
|
tonemap.frag
|
feat(render3d): HDR calibration; fix the HDR toggle crash and yellow reading as red
|
2026-09-15 22:57:18 +03:00 |
|
variants.list
|
render3d: heightgen's plain and SMOOTH variants compiled (61 programs) - a smoothed or noise-only terrain had no height field on Vulkan; run-time defines as pure functions (program_defs.ludic) and manifest_test holds every program the source can ask for, literal or computed, to the manifest
|
2026-09-29 22:30:35 +03:00 |
|
volumetric.frag
|
feat(render3d): light you can see - sun shafts and valley mist
|
2026-09-19 16:06:16 +03:00 |
|
water.frag
|
feat(render3d): the lake answers to a body standing in it
|
2026-09-19 20:23:27 +03:00 |
|
water.vert
|
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
|
2026-09-10 03:31:12 +03:00 |
|
wind.glsl
|
feat(render3d): one wind, and everything in the valley is moved by it
|
2026-09-19 18:24:43 +03:00 |