Continues the V2a mesh-path conversion onto TerrainModernRenderer: its two per-pass bindless texture handles (the terrain atlas and the alpha-mask atlas) now travel as table indices instead of raw 64-bit ARB_bindless_texture handles, with zero pixel change. Terrain differs structurally from the mesh path: it has no per-batch SSBO at all, just two handles set once per draw as plain uniforms (terrain_modern.frag's uTerrainHandle/uAlphaHandle, reconstructed via the sampler2DArray(handle) macros uTerrain/uAlpha). So instead of a BatchData struct field, the two uniforms became uTextureIndexA/uTextureIndexB - named to match the pinned GpuPushConstants.TextureIndexA/B fields (campaign doc section 3.4) so V4d's eventual move to push constants is a rename, not a redesign. There is no push-constant plumbing yet, so these stay plain uniforms for now, set via ProgramUniform1 instead of ProgramUniform2. TerrainModernRenderer owns its own GlBindlessHandleTable and binding=9 SSBO (the same GL-only handle-table emulation V2a introduced), independent of WbDrawDispatcher's and EnvCellRenderer's - nothing requires index agreement between renderers, and terrain only ever registers two handles per draw (the atlas's terrain/alpha textures), so its table is dirty only once, on first draw. Unlike WbDrawDispatcher/EnvCellRenderer, TerrainModernRenderer already eagerly creates its other GL resources in the constructor with a ResourceCleanupGroup rollback, so the texture-table SSBO is created there too rather than lazily. TerrainAtlas needed no change: GetBindlessHandles() keeps returning the raw (ulong terrain, ulong alpha) pair unchanged - the table lookup is entirely a TerrainModernRenderer-side concern, added at the one draw-call site that already converts those handles into shader state. Shader-side: terrain_modern.frag's uTerrain/uAlpha macros now expand through common.glsl's ACDREAM_TEXTURE_HANDLE(idx) lookup; both terrain_modern.vert and .frag opted into the common.glsl preamble (Shader's includeCommonPreamble, introduced at V2a) so their SceneLighting UBO declarations could also pick up the ACDREAM_UBO_SET scaffolding macro - terrain_modern.vert doesn't touch the texture table itself, but sharing the same preamble across both stages of a technique is simpler to reason about than deciding per-stage. Gate: dotnet build -c Release green, dotnet test tests/AcDream.App.Tests -c Release green (3843 passed / 3 skipped, matching V2a), and tools/run-offline-pixel-gate.ps1 passed against the V2a commit's build with a 2.49e-05 differing-pixel fraction - within the documented ~33x same-commit noise margin. No divergence-register row: this introduces no retail behavior deviation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
177 lines
7.6 KiB
GLSL
177 lines
7.6 KiB
GLSL
#version 460 core
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#extension GL_ARB_bindless_texture : require
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// Phase N.5b: terrain shader on the modern bindless dispatcher.
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// Math identical to terrain.vert (Phase 3c per-cell mesh + Phase G AdjustPlanes
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// lighting). The only structural change is the version + bindless extension
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// — sampler access in the fragment stage is unchanged at the GLSL level.
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in uvec4 aPacked0;
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layout(location = 3) in uvec4 aPacked1;
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layout(location = 4) in uvec4 aPacked2;
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layout(location = 5) in uvec4 aPacked3;
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uniform mat4 uView;
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uniform mat4 uProjection;
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struct Light {
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vec4 posAndKind;
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vec4 dirAndRange;
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vec4 colorAndIntensity;
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vec4 coneAngleEtc;
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};
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layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting {
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Light uLights[8];
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vec4 uCellAmbient;
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vec4 uFogParams;
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vec4 uFogColor;
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vec4 uCameraAndTime;
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};
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// === Phase U.3: terrain screen-space clip gate (OutsideView region) ===========
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// Terrain is a single global region (the OutsideView), so it needs one set of
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// clip planes, not a per-instance slot table like the mesh shader. A std140 UBO
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// at binding=2 carries it. The UBO binding namespace is distinct from the SSBO
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// binding namespace, so this does NOT collide with the mesh shader's SSBO
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// binding=2 — and within THIS shader binding=1 (SceneLighting) is the only other
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// UBO, leaving binding=2 free. uTerrainClipCount == 0 (the U.3 default) ungates
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// terrain entirely (the second loop sets all 8 distances to +1.0). Uploaded by
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// ClipFrame.UploadShared each frame; TerrainModernRenderer binds it before draw.
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layout(std140, binding = 2) uniform TerrainClip {
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int uTerrainClipCount;
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vec4 uTerrainClipPlanes[8];
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};
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// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal.
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// Sized 8 to match GL_MAX_CLIP_DISTANCES >= 8. Host enables GL_CLIP_DISTANCE0..7
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// once at startup; unused planes are set to +1.0 below so they pass everything.
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_ClipDistance[8];
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};
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out vec2 vBaseUV;
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out vec3 vWorldNormal;
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out vec3 vWorldPos;
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out vec3 vLightingRGB;
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out vec4 vOverlay0;
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out vec4 vOverlay1;
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out vec4 vOverlay2;
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out vec4 vRoad0;
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out vec4 vRoad1;
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flat out float vBaseTexIdx;
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// Retail's N·L floor from FUN_00532440 lines 2119/2138/2157/2176 at
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// chunk_00530000.c (AdjustPlanes). The decompile reads:
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// if (fVar3 < DAT_00796344) fVar3 = DAT_00796344;
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// applied to the clamped Lambert result BEFORE it's multiplied into
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// dirColor. DAT_00796344's exact literal isn't pinned by the decompile
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// but every other "floor" use in retail clamps negatives to zero (the
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// physically-correct Lambert half-space). Our previous 0.08 was a
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// defensive guess from early acdream days that made back-lit terrain
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// visibly brighter than retail (user-observed 2026-04-24 "acdream
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// warmer / less blue than retail"). Reverting to 0.0 matches retail
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// per the decompile and lets ambient fill in the back side.
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// Cross-ref: docs/research/2026-04-24-lambert-brightness-split.md.
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const float MIN_FACTOR = 0.0;
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vec4 unpackOverlayLayer(uint texIdxU, uint alphaIdxU, uint rotIdx, vec2 baseUV) {
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float texIdx = float(texIdxU);
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float alphaIdx = float(alphaIdxU);
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if (texIdx >= 254.0) texIdx = -1.0;
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if (alphaIdx >= 254.0) alphaIdx = -1.0;
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vec2 rotatedUV = baseUV;
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if (rotIdx == 1u) rotatedUV = vec2(1.0 - baseUV.y, baseUV.x);
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else if (rotIdx == 2u) rotatedUV = vec2(1.0 - baseUV.x, 1.0 - baseUV.y);
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else if (rotIdx == 3u) rotatedUV = vec2( baseUV.y, 1.0 - baseUV.x);
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return vec4(rotatedUV.x, rotatedUV.y, texIdx, alphaIdx);
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}
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void main() {
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// Unpack rotation fields from aPacked3. Bit layout (data3):
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// .x (byte 0): bits 0-1 rotBase (unused), 2-3 rotOvl0, 4-5 rotOvl1, 6-7 rotOvl2
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// .y (byte 1): bits 0-1 rotRd0 (= data3 bit 8-9),
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// bits 2-3 rotRd1 (= data3 bit 10-11),
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// bit 4 splitDir (= data3 bit 12)
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uint rotOvl0 = (aPacked3.x >> 2u) & 3u;
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uint rotOvl1 = (aPacked3.x >> 4u) & 3u;
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uint rotOvl2 = (aPacked3.x >> 6u) & 3u;
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uint rotRd0 = aPacked3.y & 3u;
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uint rotRd1 = (aPacked3.y >> 2u) & 3u;
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uint splitDir= (aPacked3.y >> 4u) & 1u;
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// Derive which of the 4 cell corners this vertex represents from
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// gl_VertexID % 6. The CPU-side LandblockMesh emits vertices in a
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// specific order for each split direction; the tables below must stay
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// in lockstep with LandblockMesh.Build's SWtoNE/SEtoNW branches.
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// 2026-04-21 fix: geometry re-derived to match ACE's ConstructPolygons
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// convention. SWtoNE (cut BL→TR, y=x diagonal) now maps to the {BL,BR,TR}
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// + {BL,TR,TL} triangle pair; SEtoNW (cut BR→TL, x+y=1 diagonal) maps to
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// {BL,BR,TL} + {BR,TR,TL}.
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int vIdx = gl_VertexID % 6;
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int corner = 0;
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if (splitDir == 0u) {
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// SWtoNE order: BL, BR, TR, BL, TR, TL → corners 0, 1, 2, 0, 2, 3
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if (vIdx == 0) corner = 0;
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else if (vIdx == 1) corner = 1;
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else if (vIdx == 2) corner = 2;
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else if (vIdx == 3) corner = 0;
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else if (vIdx == 4) corner = 2;
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else corner = 3;
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} else {
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// SEtoNW order: BL, BR, TL, BR, TR, TL → corners 0, 1, 3, 1, 2, 3
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if (vIdx == 0) corner = 0;
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else if (vIdx == 1) corner = 1;
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else if (vIdx == 2) corner = 3;
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else if (vIdx == 3) corner = 1;
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else if (vIdx == 4) corner = 2;
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else corner = 3;
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}
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vec2 baseUV;
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if (corner == 0) baseUV = vec2(0.0, 1.0);
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else if (corner == 1) baseUV = vec2(1.0, 1.0);
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else if (corner == 2) baseUV = vec2(1.0, 0.0);
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else baseUV = vec2(0.0, 0.0);
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vBaseUV = baseUV;
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vWorldPos = aPos;
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vWorldNormal = normalize(aNormal);
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// Retail AdjustPlanes bake (terrain.vert:124-134 — identical math).
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vec3 sunDir = uLights[0].dirAndRange.xyz;
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vec3 sunCol = uLights[0].colorAndIntensity.xyz * uLights[0].colorAndIntensity.w;
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float L = max(dot(vWorldNormal, -sunDir), MIN_FACTOR);
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vLightingRGB = sunCol * L + uCellAmbient.xyz;
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float baseTex = float(aPacked0.x);
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if (baseTex >= 254.0) baseTex = -1.0;
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vBaseTexIdx = baseTex;
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vOverlay0 = unpackOverlayLayer(aPacked0.z, aPacked0.w, rotOvl0, baseUV);
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vOverlay1 = unpackOverlayLayer(aPacked1.x, aPacked1.y, rotOvl1, baseUV);
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vOverlay2 = unpackOverlayLayer(aPacked1.z, aPacked1.w, rotOvl2, baseUV);
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vRoad0 = unpackOverlayLayer(aPacked2.x, aPacked2.y, rotRd0, baseUV);
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vRoad1 = unpackOverlayLayer(aPacked2.z, aPacked2.w, rotRd1, baseUV);
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// Retail zFightTerrainAdjust (acclient_2013_pseudo_c.txt:1120769 = 0.00999999978,
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// applied per terrain vertex inside ACRender::landPolysDraw at line 702254,
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// address 006b6402). Render terrain 1 cm below its physical Z so coplanar
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// building floors win the depth test. Physics path is unaffected — it reads
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// the un-nudged heightmap via TerrainSurface.SampleZ.
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// Closes issue #100; supersedes the hiddenTerrainCells cell-collapse hack.
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vec3 terrainPos = vec3(aPos.xy, aPos.z - 0.01);
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gl_Position = uProjection * uView * vec4(terrainPos, 1.0);
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// Phase U.3: terrain clip gate against the single OutsideView region. With
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// uTerrainClipCount == 0 (U.3 default) the first loop is skipped and the
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// second sets all 8 distances to +1.0 ⇒ no clipping ⇒ identical terrain.
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for (int i = 0; i < uTerrainClipCount; ++i)
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gl_ClipDistance[i] = dot(uTerrainClipPlanes[i], gl_Position);
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for (int i = uTerrainClipCount; i < 8; ++i)
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gl_ClipDistance[i] = 1.0;
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}
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