Preserve p0 fog and MonkeyFrame hooks, water's row-view ABI, and the post lane's emissive, bloom, sun-shaft, grading, cvar, and options work. Co-Authored-By: GPT-5.6 Sol (Codex)
3.5 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-assets/src/shaders/enhanced_water.wgsl (Gerstner crests, High) + crates/benilla-world/src/liquid/waves.rs |
wxl-experimental-water |
shaders/Surface.ps.hlsl, sea/Spectrum.*, sea/Ocean.* |
Gerstner displacement and fold-driven crest whitecaps; the CPU swimmer sample inverts the same displacement (ported) |
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-app/src/post/grading.rs + crates/benilla-app/src/post/grading.wgsl |
wxl-retail-grading |
Grading.*, shaders/Grading.ps.hlsl |
32³ LUT convention, strength control and strip lookup mathematics, with the strip uploaded as a native 3D texture (ported from the GPL-3.0-or-later source implementation, Copyright (C) 2026 WarcraftXL) |
Planned (not yet in the tree): breaker index from sea/Shore.hpp, shaders/Wave.hlsli; grass wind from wxl-experimental-wind
(field/Wind.*, grass/GrassWind.*); cloud sheets from wxl-retail-clouds (Clouds.*).
The lane that ports one adds its row here.