acdream/src/AcDream.App/Rendering/Shaders
Erik 2cbf34a668 perf(rendering): preserve alpha order with bindless particles
Carry each billboard particle's resident texture handle in the instance ABI so stable retail alpha ordering can batch mixed textures without rebinding and redrawing each short texture run. Keep DAT blend transitions as the only billboard draw boundary.

The connected 0xC95B stress scene improved from 6 FPS / 171 ms to about 153 FPS / 6.6 ms at the same roughly 21,000 visible entities. Release build succeeds and all 5,916 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 08:32:21 +02:00
..
debug_line.frag feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
debug_line.vert feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
mesh.frag fix(render): A7 point-light shape — per-vertex Gouraud + faithful calc_point_light (wrap + norm) 2026-06-15 22:27:27 +02:00
mesh.vert feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
mesh_modern.frag fix(selection): port SmartBox click lighting pulse 2026-07-17 23:00:04 +02:00
mesh_modern.vert fix(selection): port SmartBox click lighting pulse 2026-07-17 23:00:04 +02:00
particle.frag perf(rendering): preserve alpha order with bindless particles 2026-07-18 08:32:21 +02:00
particle.vert perf(rendering): preserve alpha order with bindless particles 2026-07-18 08:32:21 +02:00
particle_mesh.frag fix(ui): restore radar, retail wield switching, and protection meshes 2026-07-14 20:52:45 +02:00
particle_mesh.vert fix(ui): restore radar, retail wield switching, and protection meshes 2026-07-14 20:52:45 +02:00
sky.frag feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
sky.vert feat(render): Phase W Stage 4 — sky/weather portal-clip seal (LScape through the doorway) 2026-06-02 16:15:08 +02:00
terrain_modern.frag fix(rendering): restore retail terrain texture tiling 2026-07-13 21:04:22 +02:00
terrain_modern.vert feat(render): Phase U.3 — GPU clip-plane gate (gl_ClipDistance), no-clip default 2026-05-30 17:27:30 +02:00
ui_text.frag feat(D.2b): textured-sprite path in TextRenderer + UV-rect DrawSprite 2026-06-14 14:28:29 +02:00
ui_text.vert feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
wb_particle.frag feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00
wb_particle.vert feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb 2026-05-21 16:37:55 +02:00