enhanced_water.wgsl keeps the water lane's row view of the shared light buffer (fixes the WGSL composer failure); the p0 fog hook reads the MonkeyFrame block through water_monkey() (row 533). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
39 lines
3.2 KiB
Markdown
39 lines
3.2 KiB
Markdown
# Third-party credits
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Code and techniques this fork takes from other projects, with the files they landed in. Vendored
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components under `third_party/` carry their own licences beside them and are listed in `README.md`.
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## WarcraftXL
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- **Project: [WarcraftXL](https://github.com/WarcraftXL)** — client extensions for the **3.3.5a**
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(build 12340) client, written in C++ with D3D9 / HLSL.
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- **Author: iThorgrim.**
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WarcraftXL's code is reused here on the condition that the author and the original project are
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named. This file, and the header line in each file below, is that attribution; keep both wherever
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the code is copied or shared.
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**Rule for contributors.** A file that ports code or a technique from WarcraftXL carries this line
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in its header:
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```
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Ported from WarcraftXL (https://github.com/WarcraftXL) by iThorgrim — module <module>, <source files>.
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```
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and gets a row in the table below. Blocks inside a file that port a specific routine also say so
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where they stand. Do not remove either.
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| Benilla file | WarcraftXL module | Source files | What was taken |
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| `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) |
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| `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) |
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| `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) |
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| `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) |
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| `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) |
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| `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) |
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Planned (not yet in the tree): breaker index from `sea/Shore.hpp`, `shaders/Wave.hlsli`; grass wind from `wxl-experimental-wind`
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(`field/Wind.*`, `grass/GrassWind.*`); colour grading from `wxl-retail-grading`
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(`Grading.*`, `shaders/Grading.ps.hlsl`); cloud sheets from `wxl-retail-clouds` (`Clouds.*`).
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The lane that ports one adds its row here.
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