bvle-voxels/shaders
Samuel Bouchet b45d5a1884 Phase 5.1: smooth PS blending uses same logic as blocky PS + debug scene
Rewrote voxelSmoothPS.hlsl to derive a dominant face axis from the smooth
normal, then use the exact same neighbor verification as voxelPS.hlsl:
faceU/faceV tangent tables, stair-priority getNeighborMat(), face-aligned
fractional coords, blendZone 0.25, corner attenuation, bleedMask checks.

Added generateDebugSmooth() with 11 isolated test configurations
(smooth↔blocky transitions, staircases, surrounded patches, reference
blocky pairs). Launch with: BVLEVoxels.exe debugsmooth
2026-03-27 14:21:35 +01:00
..
voxelCommon.hlsli Add wind to grass toping 2026-03-26 18:58:19 +01:00
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 5.1: Naive Surface Nets smooth rendering 2026-03-27 13:03:55 +01:00
voxelSmoothPS.hlsl Phase 5.1: smooth PS blending uses same logic as blocky PS + debug scene 2026-03-27 14:21:35 +01:00
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 Tweak grass blade color 2026-03-26 20:00:33 +01:00
voxelTopingVS.hlsl Add wind to grass toping 2026-03-26 18:58:19 +01:00
voxelVS.hlsl Phase 3: PS-based texture blending with winner-takes-all heightmap 2026-03-26 12:14:08 +01:00