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Horizon agentandClaude Opus 5.5 8642db5c99 Renderer: the ExternalPipeline hook, with the shadow request and its culling in gfx/external.rs
Step a of #14035 (layer plan M6). An external shader pipeline implements
ExternalPipeline; the renderer calls begin_frame and shadow_request on world
frames, resize and reset_history, and draws vanilla's way where it doesn't
answer. Nothing sets one yet: each point is one Option test.

ShadowView moves from pack_post (re-exported there) and ShadowCull,
shadow_box, shadow_runs and shadow_casters from gfx.rs, unchanged: the
engine's side of the shadow frame point.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-10 05:17:39 +01:00
3 changed files with 248 additions and 173 deletions

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+33 -148
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@@ -74,6 +74,7 @@ pub use entity_batch::{
WATER_MASK_OVERLAY, WORLD_TEXT_OVERLAY, WORLD_TEXT_POLYGON_OFFSET_OVERLAY, is_native_terrain,
mark_oit,
};
use external::{ShadowCull, shadow_box, shadow_casters, shadow_runs};
pub use view::{View, ViewSet};
/// Window.getAppropriateLineWidth, in framebuffer pixels.
@@ -189,6 +190,7 @@ mod cull;
mod dx12_compiler;
mod end_sky;
pub mod entity_skin;
pub mod external;
mod flat;
mod frame_gen;
mod gpu_culling;
@@ -1418,8 +1420,10 @@ pub struct Renderer {
/// Per-frame scratch, kept to avoid allocating every frame.
visible: Vec<resident::Visible>,
visible_lods: Vec<lod::Visible>,
/// The sections a shader pack's shadow camera sees (`pack_post::ShadowView`).
/// The sections a shader pack's shadow camera sees (`external::ShadowView`).
shadow_visible: Vec<resident::Visible>,
/// The external shader pipeline world frames call (`external`); `None` draws vanilla's way.
external: Option<Box<dyn external::ExternalPipeline>>,
translucent_draws: Vec<(u64, usize, [u32; 5], (u32, Option<u32>))>,
origins: Vec<[f32; 4]>,
/// `DrawIndexedIndirectArgs` words: index count, instance count, first
@@ -5290,6 +5294,7 @@ impl Renderer {
solid_runs: page_runs::PageRuns::default(),
phase2_runs: page_runs::PageRuns::default(),
shadow_runs: page_runs::PageRuns::default(),
external: None,
block_entities: Default::default(),
block_entity_section_revisions: Default::default(),
block_entity_membership_revisions: Default::default(),
@@ -5673,6 +5678,9 @@ impl Renderer {
self.offscreen = Some(Self::offscreen_target(&self.device, &self.config));
}
self.depth = Self::depth(&self.device, &self.config);
if let Some(pipeline) = &mut self.external {
pipeline.resize([width, height]);
}
}
/// Whether sections are drawn as one index list per frame (`flat`).
pub fn flat_draws(&self) -> bool {
@@ -7289,12 +7297,19 @@ impl Renderer {
}
Ok(report)
}
/// Sets the external shader pipeline world frames call (`external`), or none.
pub fn set_external_pipeline(&mut self, pipeline: Option<Box<dyn external::ExternalPipeline>>) {
self.external = pipeline;
}
/// Makes the running shader pack, of either kind, forget what it kept from earlier frames:
/// the next frame draws as a freshly loaded pack's first. Nothing to do without a pack.
pub fn reset_shader_pack_history(&mut self) {
// A frame still on the submit thread uses the targets and readbacks replaced
// here.
self.land_frame();
if let Some(pipeline) = &mut self.external {
pipeline.reset_history();
}
if let Some((_, Some(post))) = &mut self.pack_post {
post.reset_history(&self.device);
}
@@ -8629,6 +8644,13 @@ impl Renderer {
// A shader pack's shadow pass draws the sections in its camera's box, all of them (the
// occlusion graph follows the eye, not the light), within shadowDistanceRenderMul; for
// an Iris-format pack, only those whose shadow can fall into the camera's view.
let state = external::FrameState {
frame,
output: &output,
};
if let Some(pipeline) = self.external.as_mut().filter(|_| !frame.title) {
pipeline.begin_frame(&state);
}
let shadow_view = self
.pack_post
.as_ref()
@@ -8640,6 +8662,12 @@ impl Renderer {
let native = self.native.as_ref().filter(|_| !frame.title)?;
native.shadow.as_ref()?;
native.frame.shadow_view(frame)
})
.or_else(|| {
self.external
.as_ref()
.filter(|_| !frame.title)?
.shadow_request(&state)
});
// `LevelRenderer.extractSectionDrawGroups`' fade-in time, for the instances.
let fade_ms = fade_millis(frame.chunk_fade);
@@ -12771,61 +12799,6 @@ impl Cull for Frusta {
self.0.contains(min, max) || self.1.is_some_and(|f| f.contains(min, max))
}
}
/// A shader pack's shadow camera's box, and with `casters` only what can shade the camera's view
/// (`shadow_casters`): a box must meet all of them.
#[derive(Clone, Copy, Debug)]
pub struct ShadowCull {
pub light: Frustum,
pub casters: Option<[Frustum; 2]>,
/// `shadowDistance × shadowDistanceRenderMul`: only what lies within this many blocks of the
/// camera along each axis, a cube around it. Our probe's Iris 1.11.7 maps keep the sections
/// whose box, grown by `SHADOW_CASTER_MARGIN` as for the casters, meets that cube (#8464):
/// out to its corners, and a section 1 block past its side but not one 1.5 blocks past.
pub reach: Option<f32>,
}
impl ShadowCull {
/// Whether the camera-relative box `min..max`, grown by the margin, meets (`whole`: lies
/// within) `reach`'s cube.
fn within_reach(&self, min: Vec3, max: Vec3, whole: bool) -> bool {
let (min, max) = (min - SHADOW_CASTER_MARGIN, max + SHADOW_CASTER_MARGIN);
self.reach.is_none_or(|d| {
if whole {
min.cmpge(Vec3::splat(-d)).all() && max.cmple(Vec3::splat(d)).all()
} else {
max.cmpge(Vec3::splat(-d)).all() && min.cmple(Vec3::splat(d)).all()
}
})
}
}
/// How far past a section's 16 blocks the shadow pass looks for what can shade the view: our
/// probes' Iris 1.11.7 maps keep the sections whose box, grown by this much on every side, meets
/// `shadow_casters`' shape. Over 76 scenes at fields of view 30 to 110, Iris keeps every section
/// that needs up to 1.1224 blocks and drops every one that needs 1.1252 or more (#8464): one
/// growth, whatever the field of view, of 9/8 (a fit, not Iris's code). Without it the edges of
/// the wedge lose a column of terrain.
const SHADOW_CASTER_MARGIN: f32 = 1.125;
impl Cull for ShadowCull {
fn intersects(&self, min: Vec3, max: Vec3) -> bool {
let (grown_min, grown_max) = (min - SHADOW_CASTER_MARGIN, max + SHADOW_CASTER_MARGIN);
self.within_reach(min, max, false)
&& self.light.intersects(min, max)
&& self
.casters
.is_none_or(|c| c.iter().all(|f| f.intersects(grown_min, grown_max)))
}
fn contains(&self, min: Vec3, max: Vec3) -> bool {
let (grown_min, grown_max) = (min - SHADOW_CASTER_MARGIN, max + SHADOW_CASTER_MARGIN);
self.within_reach(min, max, true)
&& self.light.contains(min, max)
&& self
.casters
.is_none_or(|c| c.iter().all(|f| f.contains(grown_min, grown_max)))
}
/// Our probe's Iris 1.11.7 maps fit testing the casters' whole sections (a guess that matched).
fn tight(&self) -> bool {
self.casters.is_none()
}
}
/// The block entities of `sections` whose box, a block wider on every side, comes within the
/// 64 blocks block entities are drawn to (`Renderer::visible_block_entities_in_frustum`).
fn block_entities_within_reach<'a>(
@@ -12848,17 +12821,6 @@ fn block_entities_within_reach<'a>(
})
.flatten()
}
/// The shadow camera's box that the shadow pass draws terrain in: the sides of `view.cull`, and
/// its near and far planes only with `depth_planes`.
fn shadow_box(view: &pack_post::ShadowView) -> Frustum {
let mut planes = frustum(view.cull);
if !view.depth_planes {
// `frustum`'s faces at depth 0 and 1 take in everything.
planes[4] = Vec4::W;
planes[5] = Vec4::W;
}
Frustum { planes }
}
/// Camera-relative clip planes (`Frustum`).
#[derive(Clone, Copy, Debug)]
pub struct Frustum {
@@ -12982,21 +12944,6 @@ fn projection_center(view_proj: Mat4) -> Option<Vec3> {
let b = DVec3::new(rows[0].w, rows[1].w, rows[2].w);
Some((a.inverse() * -b).as_vec3())
}
/// The runs of a section's solid quads the shadow pass draws: every face within the unculled
/// distance, or everywhere for `every_face`; else the quads that can face the light.
fn shadow_runs(
sides: &Sides,
view: &pack_post::ShadowView,
origin: [f32; 3],
draw: impl FnMut(u32, u32),
) {
let unculled = view.unculled.is_some_and(|d| {
let o = Vec3::from(origin) + 8.0;
o.x.abs().max(o.z.abs()) <= d + 8.0
});
let toward = (!unculled && !view.every_face).then_some(view.light * 1.0e5);
facing_runs(sides, toward, origin, draw);
}
/// Calls `draw(first, quads)` for each run of a mesh's solid quads that can
/// face `eye` (`projection_center`), the mesh at the camera-relative
@@ -13023,68 +12970,6 @@ fn facing_runs_from(
None => sides.every(part, draw),
}
}
/// The camera's view `view_proj` (wgpu depth, reversed or not) stretched without end toward
/// `light` (a direction): the boxes whose shadow, cast away from the light, can fall into the
/// view. Its planes are the view's faces turned toward the light, and through each edge between
/// such a face and one turned away, the plane along the light; unused ones take in everything.
fn shadow_casters(view_proj: Mat4, light: Vec3) -> [Frustum; 2] {
let faces = frustum(view_proj);
let toward = faces.map(|p| p.truncate().dot(light) >= 0.0);
let inverse = view_proj.inverse();
// Corner (x, y, z) of clip space's box; `frustum`'s faces at x -1 and 1 are 0 and 1, at
// y -1 and 1 are 2 and 3, at depth 0 and 1 are 4 and 5.
let corner = |c: [usize; 3]| {
inverse.project_point3(Vec3::new(
c[0] as f32 * 2.0 - 1.0,
c[1] as f32 * 2.0 - 1.0,
c[2] as f32,
))
};
let corners: Vec<[usize; 3]> = (0..8).map(|i| [i & 1, (i >> 1) & 1, i >> 2]).collect();
let centre = corners.iter().map(|&c| corner(c)).sum::<Vec3>() / 8.0;
let mut planes = [Vec4::W; 12];
let mut n = 0;
for (k, &face) in faces.iter().enumerate() {
if toward[k] {
planes[n] = face;
n += 1;
}
}
for a in &corners {
for axis in 0..3 {
if a[axis] == 1 {
continue;
}
let mut b = *a;
b[axis] = 1;
// The edge from a to b lies on the faces of the two other axes.
let [f, g] = [(axis + 1) % 3, (axis + 2) % 3].map(|o| o * 2 + a[o]);
if toward[f] == toward[g] {
continue;
}
let (p, q) = (corner(*a), corner(b));
let normal = (q - p).cross(light);
if normal.length_squared() < 1e-12 {
continue;
}
let normal = normal.normalize();
let side = if normal.dot(centre - p) < 0.0 {
-1.0
} else {
1.0
};
// At most six such edges with at most four faces toward the light: 12 planes.
if let Some(plane) = planes.get_mut(n) {
*plane = (normal * side).extend(-normal.dot(p) * side);
n += 1;
}
}
}
let [a, b] = [0, 6].map(|i| Frustum {
planes: planes[i..i + 6].try_into().expect("six planes"),
});
[a, b]
}
fn taa_frustum(view_proj: Mat4, rendered_size: [u32; 2]) -> Frustum {
// TAA shifts clip x/y by at most half a rendered pixel times clip w.
// Widen x/y before extracting the planes: this includes every such shifted
@@ -15383,7 +15268,7 @@ mod shadow_face_tests {
}
/// The layers (faces) of the quads the shadow pass draws of `solid`.
fn drawn(view: &pack_post::ShadowView, origin: [f32; 3]) -> Vec<u16> {
fn drawn(view: &external::ShadowView, origin: [f32; 3]) -> Vec<u16> {
let mut solid = block([7.0, 7.0, 7.0]);
let sides = crate::mesher::sort_tinted(&mut solid, &mut Vec::new());
let mut layers = Vec::new();
@@ -15396,8 +15281,8 @@ mod shadow_face_tests {
layers
}
fn view(every_face: bool) -> pack_post::ShadowView {
pack_post::ShadowView {
fn view(every_face: bool) -> external::ShadowView {
external::ShadowView {
cull: Mat4::IDENTITY,
light: Vec3::Y,
distance: None,
@@ -15611,7 +15496,7 @@ mod shadow_caster_tests {
..horizon_shaders::Shadow::default()
};
let camera = DVec3::new(13.5, y + 1.62, -13.5);
let view = pack_post::ShadowView {
let view = external::ShadowView {
cull: pack_uniforms::shadow_culling_at(Vec3::Y, camera, &shadow),
light: Vec3::Y,
distance: None,
@@ -0,0 +1,214 @@
//! The hook an external shader pipeline fills (#14035, layer plan M6). A shader pack's runtime
//! (a platform crate, later) implements [`ExternalPipeline`]; the renderer calls it at fixed
//! points of a world frame and draws vanilla's way wherever it doesn't answer. With none set
//! (`Renderer::set_external_pipeline`), each point is one `Option` test.
//!
//! Workspace-internal: the trait names the engine's frame, its mesh format and its pass order,
//! has one implementer in this workspace, carries no stability promise and is never exposed to
//! mods. A mesher or pass change updates its implementer in the same PR. HDR output
//! (`output.rs`, `frame_policy`) is not an implementer: it stays the one output stage after the
//! frame, and a pipeline draws into the frame it gives.
//!
//! Shadows are an engine frame point, on request: a pipeline that wants a shadow pass answers
//! [`ShadowView`], the engine culls the sections from it ([`ShadowCull`]) and hands back the
//! terrain seen from the light. Vanilla's path never asks, so it never computes shadow
//! visibility.
use glam::{Mat4, Vec3, Vec4};
use super::{Cull, EffectiveOutput, Frame, Frustum, Sides, facing_runs, frustum};
/// What a world frame gives an external pipeline at its points: the frame's own values, and
/// the display's from the renderer's one output snapshot (`EffectiveOutput`: whether HDR is on,
/// paper white, peak), never worked out again, so each split-screen window keeps its own.
pub struct FrameState<'a> {
pub frame: &'a Frame<'a>,
pub output: &'a EffectiveOutput,
}
/// An external shader pipeline, called by the renderer at fixed points of a world frame (not
/// title frames). Every method has a default that leaves vanilla's way in place.
pub trait ExternalPipeline: Send {
/// A world frame starts, before culling.
fn begin_frame(&mut self, _state: &FrameState<'_>) {}
/// The shadow pass this frame wants; `None` draws none.
fn shadow_request(&self, _state: &FrameState<'_>) -> Option<ShadowView> {
None
}
/// The window's drawable size changed.
fn resize(&mut self, _size: [u32; 2]) {}
/// Forget what was kept from earlier frames: the next is drawn as a fresh pipeline's first.
fn reset_history(&mut self) {}
}
/// What the shadow camera sees of the terrain, for the game's draw lists: its view and
/// projection in wgpu's clip space, the direction toward the light, and how far from the camera
/// terrain is drawn (`shadowDistanceRenderMul`).
pub struct ShadowView {
pub cull: glam::Mat4,
pub light: glam::Vec3,
pub distance: Option<f32>,
/// Draw everything, every face, within this many blocks (`shadow.culling=false|reversed`):
/// packs that voxelize the world in their shadow pass need all of it.
pub unculled: Option<f32>,
/// Every face of the drawn sections, not only those that can face the light. Iris 1.11.7's
/// shadow map holds the faces turned away from the light too (#9033): under a hill at low sun
/// a cave's ceiling, which faces away, is often all that shadows the cave.
pub every_face: bool,
/// Only the sections whose shadow can fall into the camera's view: those the camera's
/// frustum, stretched toward the light, takes in (`shadow_casters`). Our probes' Iris 1.11.7
/// maps fit keeping only those with `shadow.culling` unset (#8464): under a noon sun, only
/// the terrain above the ground the camera sees; with a low sun ahead, none behind the camera.
pub view_casters: bool,
/// Whether the projection's near and far planes in `cull` drop sections too. Our probes'
/// Iris 1.11.7 maps hold the terrain at every depth we put it along the light (from 535 blocks
/// beyond the shadow camera to about 120 before it), whatever `shadowNearPlane` and
/// `shadowFarPlane` the pack sets, or none (#10403): only its sides cull.
pub depth_planes: bool,
}
/// A shader pack's shadow camera's box, and with `casters` only what can shade the camera's view
/// (`shadow_casters`): a box must meet all of them.
#[derive(Clone, Copy, Debug)]
pub struct ShadowCull {
pub light: Frustum,
pub casters: Option<[Frustum; 2]>,
/// `shadowDistance × shadowDistanceRenderMul`: only what lies within this many blocks of the
/// camera along each axis, a cube around it. Our probe's Iris 1.11.7 maps keep the sections
/// whose box, grown by `SHADOW_CASTER_MARGIN` as for the casters, meets that cube (#8464):
/// out to its corners, and a section 1 block past its side but not one 1.5 blocks past.
pub reach: Option<f32>,
}
impl ShadowCull {
/// Whether the camera-relative box `min..max`, grown by the margin, meets (`whole`: lies
/// within) `reach`'s cube.
fn within_reach(&self, min: Vec3, max: Vec3, whole: bool) -> bool {
let (min, max) = (min - SHADOW_CASTER_MARGIN, max + SHADOW_CASTER_MARGIN);
self.reach.is_none_or(|d| {
if whole {
min.cmpge(Vec3::splat(-d)).all() && max.cmple(Vec3::splat(d)).all()
} else {
max.cmpge(Vec3::splat(-d)).all() && min.cmple(Vec3::splat(d)).all()
}
})
}
}
/// How far past a section's 16 blocks the shadow pass looks for what can shade the view: our
/// probes' Iris 1.11.7 maps keep the sections whose box, grown by this much on every side, meets
/// `shadow_casters`' shape. Over 76 scenes at fields of view 30 to 110, Iris keeps every section
/// that needs up to 1.1224 blocks and drops every one that needs 1.1252 or more (#8464): one
/// growth, whatever the field of view, of 9/8 (a fit, not Iris's code). Without it the edges of
/// the wedge lose a column of terrain.
const SHADOW_CASTER_MARGIN: f32 = 1.125;
impl Cull for ShadowCull {
fn intersects(&self, min: Vec3, max: Vec3) -> bool {
let (grown_min, grown_max) = (min - SHADOW_CASTER_MARGIN, max + SHADOW_CASTER_MARGIN);
self.within_reach(min, max, false)
&& self.light.intersects(min, max)
&& self
.casters
.is_none_or(|c| c.iter().all(|f| f.intersects(grown_min, grown_max)))
}
fn contains(&self, min: Vec3, max: Vec3) -> bool {
let (grown_min, grown_max) = (min - SHADOW_CASTER_MARGIN, max + SHADOW_CASTER_MARGIN);
self.within_reach(min, max, true)
&& self.light.contains(min, max)
&& self
.casters
.is_none_or(|c| c.iter().all(|f| f.contains(grown_min, grown_max)))
}
/// Our probe's Iris 1.11.7 maps fit testing the casters' whole sections (a guess that matched).
fn tight(&self) -> bool {
self.casters.is_none()
}
}
/// The shadow camera's box that the shadow pass draws terrain in: the sides of `view.cull`, and
/// its near and far planes only with `depth_planes`.
pub(super) fn shadow_box(view: &ShadowView) -> Frustum {
let mut planes = frustum(view.cull);
if !view.depth_planes {
// `frustum`'s faces at depth 0 and 1 take in everything.
planes[4] = Vec4::W;
planes[5] = Vec4::W;
}
Frustum { planes }
}
/// The runs of a section's solid quads the shadow pass draws: every face within the unculled
/// distance, or everywhere for `every_face`; else the quads that can face the light.
pub(super) fn shadow_runs(
sides: &Sides,
view: &ShadowView,
origin: [f32; 3],
draw: impl FnMut(u32, u32),
) {
let unculled = view.unculled.is_some_and(|d| {
let o = Vec3::from(origin) + 8.0;
o.x.abs().max(o.z.abs()) <= d + 8.0
});
let toward = (!unculled && !view.every_face).then_some(view.light * 1.0e5);
facing_runs(sides, toward, origin, draw);
}
/// The camera's view `view_proj` (wgpu depth, reversed or not) stretched without end toward
/// `light` (a direction): the boxes whose shadow, cast away from the light, can fall into the
/// view. Its planes are the view's faces turned toward the light, and through each edge between
/// such a face and one turned away, the plane along the light; unused ones take in everything.
pub(super) fn shadow_casters(view_proj: Mat4, light: Vec3) -> [Frustum; 2] {
let faces = frustum(view_proj);
let toward = faces.map(|p| p.truncate().dot(light) >= 0.0);
let inverse = view_proj.inverse();
// Corner (x, y, z) of clip space's box; `frustum`'s faces at x -1 and 1 are 0 and 1, at
// y -1 and 1 are 2 and 3, at depth 0 and 1 are 4 and 5.
let corner = |c: [usize; 3]| {
inverse.project_point3(Vec3::new(
c[0] as f32 * 2.0 - 1.0,
c[1] as f32 * 2.0 - 1.0,
c[2] as f32,
))
};
let corners: Vec<[usize; 3]> = (0..8).map(|i| [i & 1, (i >> 1) & 1, i >> 2]).collect();
let centre = corners.iter().map(|&c| corner(c)).sum::<Vec3>() / 8.0;
let mut planes = [Vec4::W; 12];
let mut n = 0;
for (k, &face) in faces.iter().enumerate() {
if toward[k] {
planes[n] = face;
n += 1;
}
}
for a in &corners {
for axis in 0..3 {
if a[axis] == 1 {
continue;
}
let mut b = *a;
b[axis] = 1;
// The edge from a to b lies on the faces of the two other axes.
let [f, g] = [(axis + 1) % 3, (axis + 2) % 3].map(|o| o * 2 + a[o]);
if toward[f] == toward[g] {
continue;
}
let (p, q) = (corner(*a), corner(b));
let normal = (q - p).cross(light);
if normal.length_squared() < 1e-12 {
continue;
}
let normal = normal.normalize();
let side = if normal.dot(centre - p) < 0.0 {
-1.0
} else {
1.0
};
// At most six such edges with at most four faces toward the light: 12 planes.
if let Some(plane) = planes.get_mut(n) {
*plane = (normal * side).extend(-normal.dot(p) * side);
n += 1;
}
}
}
let [a, b] = [0, 6].map(|i| Frustum {
planes: planes[i..i + 6].try_into().expect("six planes"),
});
[a, b]
}
@@ -1201,31 +1201,7 @@ pub(super) type TerrainDraw<'a> = dyn FnMut(
Option<(u32, &wgpu::BindGroupLayout)>,
) + 'a;
/// What the shadow camera sees of the terrain, for the game's draw lists: its view and
/// projection in wgpu's clip space, the direction toward the light, and how far from the camera
/// terrain is drawn (`shadowDistanceRenderMul`).
pub(super) struct ShadowView {
pub cull: glam::Mat4,
pub light: glam::Vec3,
pub distance: Option<f32>,
/// Draw everything, every face, within this many blocks (`shadow.culling=false|reversed`):
/// packs that voxelize the world in their shadow pass need all of it.
pub unculled: Option<f32>,
/// Every face of the drawn sections, not only those that can face the light. Iris 1.11.7's
/// shadow map holds the faces turned away from the light too (#9033): under a hill at low sun
/// a cave's ceiling, which faces away, is often all that shadows the cave.
pub every_face: bool,
/// Only the sections whose shadow can fall into the camera's view: those the camera's
/// frustum, stretched toward the light, takes in (`shadow_casters`). Our probes' Iris 1.11.7
/// maps fit keeping only those with `shadow.culling` unset (#8464): under a noon sun, only
/// the terrain above the ground the camera sees; with a low sun ahead, none behind the camera.
pub view_casters: bool,
/// Whether the projection's near and far planes in `cull` drop sections too. Our probes'
/// Iris 1.11.7 maps hold the terrain at every depth we put it along the light (from 535 blocks
/// beyond the shadow camera to about 120 before it), whatever `shadowNearPlane` and
/// `shadowFarPlane` the pack sets, or none (#10403): only its sides cull.
pub depth_planes: bool,
}
pub(super) use super::external::ShadowView;
/// An arena page's key, native vertices and optional per-quad source records.
pub(super) type TerrainPage = (u32, wgpu::Buffer, Option<wgpu::Buffer>);