Modern SSAO in a modern run-time
Use.GPU 0.14 is out, so here's an update on my declarative/reactive rendering efforts.
The highlights in this release are:
dramatic inspector viewing upgrades
a modern ambient-occlusion (SSAO/GTAO) implementation
newly revised render pass infrastructure
expanded shader generation for bind groups
more use of generated WGSL struct types
SSAO with Image-Based Lighting
The main effect is that out-of-the-box, without any textures, Use.GPU no longer looks like early 2000s OpenGL. This is a problem every home-grown 3D effort runs into: how to make things look good without premium, high-quality models and pre-baking all the lights.
Use.GPU's reactive run-time continues to purr along well. Its main role is to enable doing at run-time what normally only happens at build time: dealing with shader permutations, assigning bindings, and so on.…