geofftnz / snowscape Goto Github PK
View Code? Open in Web Editor NEWGenerator/renderer for snowy mountains. C#/OpenGL.
Generator/renderer for snowy mountains. C#/OpenGL.
hello
raycaster needs nearest-sample, mirrored-repeat.
everything else needs linear filtered, normal-repeat.
screwing absorb()
Detail generation in vertex and fragment shaders. Provide non-display shader for dumping out a patch at full resolution for download to CPU in order to do heightmap lookups. (This will need to be cached)
Extract texcoord and weight generation to function so that it can be used for multiple texture lookups.
Consolidate sample coords from 2 x vec2 into a single vec4 & use swizzling.
Will be useful to test scattering.
Make sure all detail generation is based off linear-interpolated position (boxcoord?) so that a bicubic interp is not needed.
Generate detail texcoord at a higher resolution that position and pass to fragment shader (should improve texture pre-fetch for detail)
can factor out a lot of multiplies by boxparam.x
Change gbuffer format to pass RGB, shadow, generic lighting parameters. Change lighting shader to be more generic.
For debugging quadtree.
because the gbuffer combiner isn't initialised when shader is initially loaded.
Split into foreground + background
Set projection
render background
clear depth buffer
set projection
render foreground.
Would need to pass depth or pos via gbuffer, as depth would now be useless in lighting shader.
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