bvle-voxels/shaders
Samuel Bouchet 3d0c4f2f80 Phase 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization
Grass blades:
- Leaf-shaped profile (4 sections: base→belly→taper→tip) instead of spiky triangles
- Wider blades (base 0.055-0.095), more spacing between blades (±0.07 scatter)
- Natural green texture (50,140,35 → 80,180,55) instead of neon lime
- Reduced warm shift and removed artificial saturation boost
- Side faces at 60% brightness (dark green) instead of 38% (near-black)

Soft RT shadows:
- 2 jittered shadow rays per pixel with IGN+Cranley-Patterson temporal variation
- 2.3° cone around sun direction for soft penumbra
- Gradual shadow factor (0-100%) instead of binary on/off

Performance:
- Toping BLAS removed from TLAS (23M+ tris caused massive ray traversal slowdown)
- Toping BLAS position/index buffer construction skipped entirely
- Shadow rays reduced from 4 to 2 (temporal accumulation compensates)
2026-03-29 19:46:25 +02:00
..
voxelAOApplyCS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelAOBlurCS.hlsl Phase 6.3: RT ambient occlusion with bilateral blur 2026-03-29 09:31:19 +02:00
voxelBLASExtractCS.hlsl Phase 6.1: RT infrastructure — MRT normals + BLAS/TLAS build 2026-03-28 14:48:11 +01:00
voxelCommon.hlsli Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelCullCS.hlsl Phase 2.3: GPU compute culling with frustum + backface cull 2026-03-25 22:30:50 +01:00
voxelMeshCS.hlsl Phase 5.1: Naive Surface Nets smooth rendering 2026-03-27 13:03:55 +01:00
voxelPS.hlsl Phase 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization 2026-03-29 19:46:25 +02:00
voxelShadowCS.hlsl Phase 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization 2026-03-29 19:46:25 +02:00
voxelSmoothCentroidCS.hlsl Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
voxelSmoothCS.hlsl Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
voxelSmoothPS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelSmoothVS.hlsl Phase 5.1: smooth PS blending uses same logic as blocky PS + debug scene 2026-03-27 14:21:35 +01:00
voxelTopingPS.hlsl Phase 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization 2026-03-29 19:46:25 +02:00
voxelTopingVS.hlsl Phase 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization 2026-03-29 19:46:25 +02:00
voxelVS.hlsl Phase 3: PS-based texture blending with winner-takes-all heightmap 2026-03-26 12:14:08 +01:00