Fix light fringes beside plants, water grain and crooked traced shadows - #4
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Grass and single blocks passed for a roof in the cloud-shadow march and lifted the cloud's shade in their own sun-shadow; the occlusion blur averaged silhouettes into the shaded ground beside them. The water pass no longer jitters its shadow rays, reads the scene through a filtered four-tap lookup, fades waves where they would alias, softens reflections at the edge of a hit and thins its tint at the shore. Bloom no longer masks by a stale occlusion when the whole scene is darkened instead. build.gradle passed glslangValidator a flag it does not have for the ray-query variant. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XgyQ6udAHEtvknGZJzyhre
Faces were turned towards the player's feet rather than the eye, so top faces between the two were never shadowed; the lift off the surface moved shadow edges a third of a block at a low sun; north and south walls met the sun at exactly zero and were skipped; spread rays could dip into their own surface. Chunks near but off screen now keep casting, plants no longer throw the square shadow of their quad, creature shadows no longer trail a frame of camera motion, and cloud shadows are measured from the eye at the height the game draws the clouds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XgyQ6udAHEtvknGZJzyhre
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Light fringes beside plants and blocks
Water
Traced shadows
eyefield in the frame uniforms at offset 1024.Build
build.gradlepassedglslangValidatora--target-spvflag it does not have. It now passes a second--target-env spirv1.4.Testing
terrain.fragare rebuilt and passspirv-val. All GL shaders passtools/check-gl-shaders.py.vkimplcompiles against LWJGL 3.🤖 Generated with Claude Code
https://claude.ai/code/session_01XgyQ6udAHEtvknGZJzyhre
Generated by Claude Code