ludic/packages/ludic.render3d/shaders
Orkuncakilkaya d6ffdfa638 perf(render3d): a depth prepass for the near tree foliage
Needle-card crowns are many cut-out quads deep and a discarding shader turns early depth
rejection off, so every card behind the front one ran the full lighting shader. The near
tree LODs now write depth first (depth.frag, the same alpha coverage test), terrain under
them is rejected before shading, and the lit pass draws them with no discard and an equal
depth test (invariant gl_Position). R3D_NOPREPASS=1 restores the old path.

Dense forest on a Windows PC: 61 -> 78 fps at 3840x2160, 116 -> 164 fps at 1920x1080.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 04:18:38 +03:00
..
adapt.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
bake.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +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
depth.frag perf(render3d): a depth prepass for the near tree foliage 2026-09-13 04:18:38 +03:00
fullscreen.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
grass.vert feat(render3d): replace the world at run time, water bodies, terrain_sea 2026-09-13 00:03:40 +03:00
heightgen.frag feat(render3d): replace the world at run time, water bodies, terrain_sea 2026-09-13 00:03:40 +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 feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
impostor.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
lighting.glsl fix(render3d): lakes clipped to their ellipse; r3d_fog_base 2026-09-13 00:29:37 +03:00
model.frag perf(render3d): a depth prepass for the near tree foliage 2026-09-13 04:18:38 +03:00
model.vert perf(render3d): a depth prepass for the near tree foliage 2026-09-13 04:18:38 +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 feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
overlay.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +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(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
skin.vert feat(render3d): a rim outline around a highlighted actor 2026-09-10 16:15:12 +03:00
sky.frag feat(render3d): give the moon a phase 2026-09-10 16:15:19 +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 feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
ternormal.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
terrain.frag feat(render3d): replace the world at run time, water bodies, terrain_sea 2026-09-13 00:03:40 +03:00
terrain.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
tershadow.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
tersun.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
tonemap.frag feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
water.frag fix(render3d): lakes clipped to their ellipse; r3d_fog_base 2026-09-13 00:29:37 +03:00
water.vert feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00