bvle-voxels/shaders
Samuel Bouchet 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
..
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: grass blade tufts, stone corner fills/caps, vegetation shading 2026-03-26 18:48:35 +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