bvle-voxels/shaders
Samuel Bouchet 4419c612bd Phase 8: Real stylized textures with UDN triplanar normal mapping
- Load CC0 FreeStylized textures (6 materials: grass, dirt, stone, sand, snow, smoothstone)
  as Texture2DArray: t1=albedo+heightmap RGBA, t7=normal maps GL format
- Height-based texture blending: winner-takes-all with sharpness=16, 40% blend zone,
  asymmetric bias (coeff 1.6) for resistBleed materials (grass resists sand bleed)
- UDN triplanar normal mapping with 3 critical fixes:
  * Use raw normal (NOT abs) in UDN formula — abs inverts lighting on -X/-Y/-Z faces
  * sign(normal) correction on tangent X for back-facing UV mirror
  * GL green channel flip on Y-projection only (not X/Z where V=worldY is correct)
- Dirt material rendered smooth (FLAG_SMOOTH), ground_02 texture darkened 0.75
- Sun orbit debug mode (F7): 10s cycle with sinusoidal altitude
- Crosshair + face debug HUD (F8): DDA raycast, camera/target/face/normal info
- Screenshot F6 now writes companion .log file with full debug state
- Document UDN pitfalls and logical vs physical coordinates in TROUBLESHOOTING.md
- Add tools/prepare_textures.py for texture pipeline (ZIP → albedo+height RGBA + normal)
2026-04-01 13:41:06 +02:00
..
voxelAOApplyCS.hlsl Fix HDR screenshot, reduce sun size, windowed 1080p by default 2026-03-31 14:58:44 +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 8: Real stylized textures with UDN triplanar normal mapping 2026-04-01 13:41:06 +02:00
voxelShadowCS.hlsl Phase 6.2: toping BLAS shadows + adaptive TMin + perf optimization 2026-03-30 13:58:57 +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 8: Real stylized textures with UDN triplanar normal mapping 2026-04-01 13:41:06 +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
voxelTopingBLASCS.hlsl Refactor: remove dead CPU/MDI paths, GPU BLAS compute, 30Hz animation 2026-03-31 01:43:53 +02:00
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 fixes after Improving perfs 2026-03-31 08:53:37 +02:00
voxelVS.hlsl Phase 3: PS-based texture blending with winner-takes-all heightmap 2026-03-26 12:14:08 +01:00