bvle-voxels/shaders
Samuel Bouchet f166394b60 Phase 3: per-material bleed flags + patch-based terrain for blend testing
- Add bleedMask/resistBleedMask bitmasks to CB for per-material blend control
  - Grass: canBleed + resistsBleed (bleeds onto others, nothing bleeds onto it)
  - Stone: no bleed (doesn't overflow, but accepts bleed from others)
  - Other materials: normal bidirectional blending
- PS checks flags before blending: mainResists → skip, !neighCanBleed → skip
- Flatten terrain (heightScale 64→20) for better surface visibility
- Replace altitude-based material bands with noise-based 2D patches
  (3 noise channels create organic patches of all 5 materials on surface)
- Make stone/sand more visually distinct (stone=blue-gray, sand=warm yellow)
- Lower stone heightContrast (1.2→0.5) so neighbors bleed onto it more
2026-03-26 12:47:10 +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
voxelVS.hlsl Phase 3: PS-based texture blending with winner-takes-all heightmap 2026-03-26 12:14:08 +01:00