- 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.
12 lines
276 B
GLSL
12 lines
276 B
GLSL
#version 450
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layout(binding = 0) uniform sampler2D scene;
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layout(location = 0) in vec2 in_uv;
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layout(location = 0) out vec4 out_color;
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void main() {
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if (in_uv.x < 0.0 || in_uv.x > 1.0 || in_uv.y < 0.0 || in_uv.y > 1.0) discard;
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out_color = texture(scene, in_uv);
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}
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