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The engine's shader sources, in GLSL, for every backend to compile.

0.4.2 #

  • Luminance: the lit scene's log luminance at low resolution, sixteen taps per texel, encoded in eight bits over sixteen stops from minus ten — what an exposure meter reads back. LuminanceInfo.params carries the footprint and the two ends of the encoding.
  • ObjectId: every mesh drawn again through its own vertex stage with a fragment stage that writes the id in IdInfo.id as three bytes, into a single attachment, so one pixel read back says which node is under the cursor. kRequiredShaders names both. The stage samples base_color_texture and discards under the cutoff in IdInfo.mask — the material's alpha cutoff, negative when it is not masked, beside the tint's alpha — so what the scene pass throws away is thrown away here as well and a pick through a hole answers with what is behind it.
  • Xray, a seventh lighting entry point: unlit.frag with F3D_NO_SURFACE_BUFFER defined, so it declares no second output at all. The x-ray stage draws its mark and its silhouette with it. Drawn unlit they wrote the surface buffer — the silhouette wherever its greater test passed, which is where the marked node is behind what the depth buffer holds — so a hidden node's normal, roughness and depth landed on top of the surface in front of it, and every screen-space effect reads that buffer as the nearest surface. kRequiredShaders names the new entry point.
  • ProbePrefilter, a full-screen fragment stage that writes one face of one level of a reflection probe: the captured cube convolved by the roughness of the level, with the fixed spiral of taps and the cosine-power lobe EnvironmentMap.prefilter uses on the host, and a one-tap copy for the mirror level. kRequiredShaders names it.

0.4.1 #

  • MeshLightmappedVertex, a fourth vertex stage: the standard layout with color.xy read as the vertex's place in a lightmap and the tint held at white. Every mesh stage now carries a v_lightmap_uv varying, and the lit models sample lightmap_texture (RGBM, rgb × a × 8) beside their ambient. kRequiredShaders names the new stage.

0.4.0 #

  • No changes of its own; the version moves with the workspace, whose sibling constraints name a single release. The README's closing section now says what the engine around this package is.

0.3.0 #

  • The physical model samples a prefiltered environment, and the composite pass applies a look.

0.2.0 #

  • Cascaded directional shadows, spot shadows, screen-space ambient occlusion, a procedural sky and two-colour ambient light.
  • The shared header split so a stage declares only the uniform blocks it reads: a block a shader declares but never reads is reflected at a non-zero size and binding it is a native crash.

0.1.0 #

  • The engine's shader sources in GLSL, shared by every backend so that no two of them can drift, with kRequiredShaders naming the entry points a bundle must answer to.
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The engine's shader sources, in GLSL, for every backend to compile.

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#shaders #glsl #graphics #gpu

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unknown (license)

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flutter

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