2.0 - WebGPU Only#98
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This has proven a bad idea for vertex based rendering. When using coarse LoD meshes, the normal sampling would become more-or-less random. Instead, a new compute shader tailored for that task is needed
Later, it can be nice to optionally inject buffers
It was unnecessary and cause artifacts
It was not useful in the end
Improved procedural terrain
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WebGL is a relic of the past that holds back the technologies behind Cosmos Journeyer.
WebGPU will enable compute shaders for terrain generation, asset scattering, ocean simulation and scenes as large as space itself.
Supporting both WebGPU and WebGL would be a pain, so the goal is to make sure the project works perfectly under WebGPU, and remove support for WebGL.
Examples of 1:1 scale planets in this branch (#93):