ludic/packages/ludic.render3d/shaders/ssao_blur.frag
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feat(gl): OpenGL 4.1 and the ludic.render3d renderer
`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>
2026-09-10 03:31:12 +03:00

19 lines
585 B
GLSL

// depth-aware 4x4 blur of the ao (a) and indirect bounce (rgb)
in vec2 v_uv;
out vec4 o_color;
uniform sampler2D u_ao;
uniform sampler2D u_depth;
uniform vec2 u_texel;
void main() {
float cd = texture(u_depth, v_uv).r;
vec4 sum = vec4(0.0);
float wsum = 0.0;
for (int y = -2; y < 2; y++) for (int x = -2; x < 2; x++) {
vec2 o = vec2(float(x) + 0.5, float(y) + 0.5) * u_texel;
vec4 s = texture(u_ao, v_uv + o);
float sd = texture(u_depth, v_uv + o).r;
float w = exp(-abs(sd - cd) * 4000.0);
sum += s * w; wsum += w;
}
o_color = sum / max(wsum, 1e-4);
}