ludic/packages/ludic.render3d/shaders
Orkuncakilkaya f65bd1aca1 render3d: the fog wall is solid by 0.85 of it and the blades end at 0.75
Whatever is cut at the wall is now cut inside full fog: at 0.3-1.0 the last metres before the cut
were 80-95% fogged against fully fogged ground behind, which drew a line of tufts at 70 m and a
dark band of blade tips at 30 m. The blades thin out while the fog is still coming in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:41:25 +03:00
..
spv render3d: the fog wall is solid by 0.85 of it and the blades end at 0.75 2026-09-29 15:41:25 +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
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 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
grass.vert 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
grass_cull.comp 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
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 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
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: the fog wall is solid by 0.85 of it and the blades end at 0.75 2026-09-29 15:41:25 +03:00
model.frag render3d/foliage: a small plant is occluded by the sward it stands in, so it no longer glows at night 2026-09-29 12:19:10 +03:00
model.vert render3d/foliage: a small plant is occluded by the sward it stands in, so it no longer glows at night 2026-09-29 12:19:10 +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: r3d_fog_wall(dist) - fog that closes to the sky's horizon colour from 0.3 dist to dist, and nothing drawn past dist + 8 m 2026-09-29 15:07:40 +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(render3d): contact darkening, so things sit ON the ground 2026-09-19 19:49:05 +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
terrain.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
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 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
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 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
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