Author bend weight from source-mesh height in clutter UV1, preserve texture coordinates and cutout alpha, and apply WarcraftXL's two-wave gust, lean, phase, variance, and distance fade in the model vertex path. Fill the player plus seven nearest unit benders without per-frame allocation. Co-Authored-By: GPT-5.6 Sol (Codex)
3.7 KiB
Third-party credits
Code and techniques this fork takes from other projects, with the files they landed in. Vendored
components under third_party/ carry their own licences beside them and are listed in README.md.
WarcraftXL
- Project: WarcraftXL — client extensions for the 3.3.5a (build 12340) client, written in C++ with D3D9 / HLSL.
- Author: iThorgrim.
WarcraftXL's code is reused here on the condition that the author and the original project are named. This file, and the header line in each file below, is that attribution; keep both wherever the code is copied or shared.
Rule for contributors. A file that ports code or a technique from WarcraftXL carries this line in its header:
Ported from WarcraftXL (https://github.com/WarcraftXL) by iThorgrim — module <module>, <source files>.
and gets a row in the table below. Blocks inside a file that port a specific routine also say so where they stand. Do not remove either.
| Benilla file | WarcraftXL module | Source files | What was taken |
|---|---|---|---|
crates/benilla-assets/src/shaders/enhanced_water.wgsl (DEPTH LOOK block) |
wxl-experimental-water |
shaders/Surface.ps.hlsl, render/Refraction.cpp |
Per-channel Beer-Lambert extinction over the view path through the water column, the body as a lerp from scattered colour to what is behind by the transmittance, normal-bent scene-copy refraction scaled by the water depth (ported) |
crates/benilla-assets/src/shaders/enhanced_water.wgsl (caustics) |
wxl-experimental-water |
shaders/Surface.ps.hlsl, render/Noise.cpp |
Two caustic layers at incommensurate scales and rates, multiplied (ported; our layers are built from animated cell edges, not value noise) |
crates/benilla-assets/src/shaders/enhanced_water.wgsl (HIGH reflections) |
wxl-experimental-water |
shaders/Surface.ps.hlsl |
Screen-space reflection of the scene copy along an almost-planar normal, masked by the screen edge and by rays turning back toward the eye (principle; ours is a bisected march against the scene depth, not a single probe) |
crates/benilla-assets/src/shaders/enhanced_water.wgsl (beach surf, on_bed) |
wxl-experimental-water |
sea/Shore.hpp, shaders/Shore.hlsli |
Shore surf limited by the terrain column, so objects standing in the water never foam (principle) |
crates/benilla-world/src/water_fx/bob.rs |
wxl-experimental-water |
world/Ride.cpp |
Visual-only wave riding for swimmers; the authoritative position never moves (principle, implemented independently) |
crates/benilla-world/src/wind/mod.rs |
wxl-experimental-wind |
field/Wind.hpp, field/Wind.cpp |
Stateless three-sine gust and veer field, default profile, and weather gain (ported) |
crates/benilla-assets/src/shaders/wind_hook.wgsl |
wxl-experimental-wind |
grass/GrassWind.hpp, grass/GrassWind.cpp |
Two-wave grass sway, gust response, lean, blade phase/variance, distance fade and radial parting (ported; extended to eight benders) |
crates/benilla-assets/src/shaders/wow_model.wgsl (MONKEY wind hook) |
wxl-experimental-wind |
grass/GrassWind.cpp |
Grass vertex displacement call seam (technique) |
crates/benilla-world/src/clutter.rs (MONKEY wind attributes) |
wxl-experimental-wind |
grass/GrassWind.cpp |
Per-blade bend weight and per-tuft phase inputs (technique; height replaces WXL's unverified texture-V weight) |
Planned (not yet in the tree): Gerstner trains, breaker index and crest-fold foam from
sea/Spectrum.*, sea/Shore.hpp, shaders/Wave.hlsli; colour grading from wxl-retail-grading
(Grading.*, shaders/Grading.ps.hlsl); cloud sheets from wxl-retail-clouds (Clouds.*).
The lane that ports one adds its row here.