v0.3.0: display abstraction, map-browser menu, SAGE terrain tiling/blends
- ra3.client::display: shared interactive loops; SDL and Vulkan backends implement only the primitives (init/present/poll_event/window_size/ key_down/present_terrain). ra3.display picks the backend. - Menu: maps by localized name (gamestrings.csf), red/gold theme, hover highlight, mouse + keyboard, wheel scroll, fullscreen and FPS/vsync options, loading progress bar. - Terrain: continuous tile sampling via a texture array (REPEAT, uv = cell/(2*cellSize)) removes per-cell grid seams; SAGE blend ramp for material transitions; FPS label + top-right minimap overlays. - Skip the skirmish sim for map views; reuse the Vulkan texture; no idle terrain redraw.
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#version 450
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// Fullscreen triangle; the terrain is ray-marched in the fragment shader
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// (GPU), so the vertex stage only emits the screen UV.
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layout(location = 0) out vec2 out_uv;
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void main() {
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vec2 p = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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out_uv = p;
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gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
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}
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