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Add shader-driven tree beautification: wind sway, SSS, color variation, AO
- Vertex wind animation: 3-layer displacement (trunk/branch/leaf) with quadratic height scaling so bases stay grounded - Shadow pass: matching vertex displacement split into foliage/non-foliage passes, removed UV-wiggle approach - Leaf subsurface scattering: warm backlit glow when looking toward sun - Per-instance color variation: hue/brightness from position hash via flat varying to avoid interpolation flicker - Canopy ambient occlusion: height-based darkening of tree interiors - Detail normal perturbation: UV-only procedural normals to break flat cards - Bayer 4x4 ordered dither replacing sin-hash noise for alpha edges - Foliage skips shadow map sampling and specular to prevent flicker from swaying geometry sampling unstable shadow/highlight values
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@ -251,7 +251,7 @@ public:
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/**
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* Render depth-only pass for shadow casting
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*/
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void renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceMatrix);
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void renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceMatrix, float globalTime = 0.0f);
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/**
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* Render M2 particle emitters (point sprites)
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