Commit graph

3 commits

Author SHA1 Message Date
36b8de9285 Phase 4.2: match grass blade colors to voxel faces + stronger translucency
Use same ambient (0.15, 0.18, 0.25) as voxel PS instead of greener
tint. Increase translucency (0.6) to reduce contrast when orbiting
around grass. Wrap at 0.85 for balanced lit-side brightness.
2026-03-26 19:07:04 +01:00
ef89bd8c49 Phase 4.2: grass blade tufts, stone corner fills/caps, vegetation shading
Stone: add corner fill triangles at adjacent open edges and cap
triangles at strip terminaisons. Grass: replace bevel strips with
tuft-based grass blades — clusters of 3-9 curved double-sided
blades with per-tuft height/lean personality and hash-driven
placement (quadratic inset 0-0.30 from edge). Vegetation PS uses
half-Lambert wrap lighting + translucency for soft stylized shading
(inspired by Airborn Trees). Stone keeps classic Lambert.
2026-03-26 18:48:35 +01:00
bc29a02c35 Phase 4.2: GPU toping rendering pipeline + winding/lighting fixes
Add instanced rendering for toping bevels: dedicated shaders
(voxelTopingVS/PS), PSO, GPU buffers (t4 vertices, t5 instances),
per-group DrawInstanced in a separate render pass with LoadOp::LOAD.
Fix inverted face winding (emitTri auto-winding condition flipped for
CW front-facing), slope normals (use inward direction not outward),
and PS lighting (negate sunDirection like voxelPS). Update CLAUDE.md
with Phase 4.1/4.2 documentation.
2026-03-26 17:47:08 +01:00