MAJOR rendering overhaul. Snow deformation, persistent light, flowmap out. Also ECS architexture overhaul

This commit is contained in:
Jonas H
2026-03-03 19:30:41 +01:00
parent f615810509
commit 08ddaa2c5d
56 changed files with 2737 additions and 3463 deletions

View File

@@ -9,6 +9,10 @@ struct DeformParams {
position_z: f32,
radius: f32,
depth: f32,
terrain_width: f32,
terrain_height: f32,
_padding1: f32,
_padding2: f32,
}
@compute @workgroup_size(16, 16, 1)
@@ -21,7 +25,7 @@ fn deform(@builtin(global_invocation_id) global_id: vec3<u32>) {
let coords = vec2<i32>(i32(global_id.x), i32(global_id.y));
let terrain_size = vec2<f32>(1000.0, 1000.0);
let terrain_size = vec2<f32>(params.terrain_width, params.terrain_height);
let half_size = terrain_size / 2.0;
let uv = vec2<f32>(f32(global_id.x) / f32(texture_size.x), f32(global_id.y) / f32(texture_size.y));
@@ -34,9 +38,7 @@ fn deform(@builtin(global_invocation_id) global_id: vec3<u32>) {
let current_depth = textureLoad(snow_depth, coords).r;
let falloff = 1.0 - (distance / params.radius);
let falloff_smooth = falloff * falloff;
let deform_amount = params.depth * falloff_smooth;
let deform_amount = params.depth * falloff * falloff;
let new_depth = max(0.0, current_depth - deform_amount);
textureStore(snow_depth, coords, vec4<f32>(new_depth, 0.0, 0.0, 0.0));