bvle-voxels/shaders
Samuel Bouchet 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
..
voxelCommon.hlsli Phase 3: per-material bleed flags + patch-based terrain for blend testing 2026-03-26 12:47:10 +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 3: PS-based texture blending with winner-takes-all heightmap 2026-03-26 12:14:08 +01:00
voxelPS.hlsl Phase 3: per-material bleed flags + patch-based terrain for blend testing 2026-03-26 12:47:10 +01:00
voxelTopingPS.hlsl Phase 4.2: GPU toping rendering pipeline + winding/lighting fixes 2026-03-26 17:47:08 +01:00
voxelTopingVS.hlsl Phase 4.2: GPU toping rendering pipeline + winding/lighting fixes 2026-03-26 17:47:08 +01:00
voxelVS.hlsl Phase 3: PS-based texture blending with winner-takes-all heightmap 2026-03-26 12:14:08 +01:00