`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>
29 lines
1.1 KiB
GLSL
29 lines
1.1 KiB
GLSL
// impostor bake: albedo + coverage, and the model-frame normal
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in vec3 v_wpos;
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in vec3 v_nrm;
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in vec2 v_uv;
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in float v_seed;
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layout(location = 0) out vec4 o_albedo;
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layout(location = 1) out vec4 o_normal;
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uniform sampler2D u_diff;
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uniform sampler2D u_arm;
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void main() {
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vec4 d = texture(u_diff, v_uv);
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if (d.a < 0.5) discard; // cut-out cards (needles, blades, leaves) bake with their shape
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vec3 N = normalize(v_nrm);
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if (!gl_FrontFacing) N = -N;
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#ifdef FLOWER
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float vy = clamp(v_uv.y, 0.0, 1.0);
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if (v_uv.x >= 2.0) d.rgb = vec3(0.035, 0.09, 0.02) * (0.7 + 0.6 * vy);
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else if (v_uv.x >= 1.0) {
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float f = fract(v_uv.x);
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vec3 violet = vec3(0.06, 0.03, 0.3);
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vec3 lip = vec3(0.4, 0.3, 0.68);
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// each floret: a dark keel at the base, a pale standard at the top edge
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d.rgb = mix(violet, lip, smoothstep(0.35, 1.0, vy) * 0.6 + 0.25 * smoothstep(0.3, 0.0, abs(f - 0.5)));
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d.rgb *= 0.85 + 0.15 * vy;
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} else d.rgb = vec3(0.08, 0.17, 0.03);
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#endif
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o_albedo = vec4(d.rgb, 1.0);
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o_normal = vec4(N * 0.5 + 0.5, texture(u_arm, v_uv).r);
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}
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