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Activate WMO/char/M2 render loop, purge dead GL block, add underwater overlay
- renderWorld() now calls wmoRenderer, characterRenderer, m2Renderer (+smoke, particles) in the correct opaque→transparent order; water moved after all opaques; per-subsystem timing active in live path - Deleted the 310-line #if 0 GL stub block and removed #include <GL/glew.h> (last GL reference in renderer.cpp) - Full-screen overlay pipeline (postprocess.vert + overlay.frag, alpha blend, no depth test/write) for underwater tint; lazily initialized, renders a blue tint when camera is meaningfully below the water surface; canal vs open-water tint colours preserved from original design - overlay.frag.glsl / overlay.frag.spv added
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4 changed files with 141 additions and 328 deletions
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assets/shaders/overlay.frag.glsl
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assets/shaders/overlay.frag.glsl
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#version 450
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// Full-screen color overlay (e.g. underwater tint).
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// Uses postprocess.vert.glsl as vertex shader (fullscreen triangle, no vertex input).
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layout(push_constant) uniform Push {
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vec4 color; // rgb = tint color, a = opacity
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} push;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = push.color;
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}
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BIN
assets/shaders/overlay.frag.spv
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BIN
assets/shaders/overlay.frag.spv
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