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snowscape's Issues

GPU detail generation

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)

Bicubic sampling in shaders

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.

GPU detail generation for low-res patch

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)

Change GBuffer format

Change gbuffer format to pass RGB, shadow, generic lighting parameters. Change lighting shader to be more generic.

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