unit_pose.computeShader
Poses every soldier and every Vesh on the Kessrel Line on the GPU, one thread per unit. It reads the `kessrel.units` table the sim writes each tick — two `vec4` a unit carrying position, heading, caste, state, state age and a fixed seed — and writes the world matrix each hardware…
unit_pose
Poses every soldier and every Vesh on the Kessrel Line on the GPU, one thread
per unit. It reads the kessrel.units table the sim writes each tick — two
vec4 a unit carrying position, heading, caste, state, state age and a fixed
seed — and writes the world matrix each hardware-instanced copy is drawn from,
together with the four vec4 shader lanes its material reads.
One dispatch per caste. Everything that differs between those dispatches
travels in a three-vec4 cfg buffer of that caste's own, because a shader's
params: are one uniform every dispatch of the shader shares within a frame;
only the clock, which they all agree on, is left there.
The pose is the whole performance: a gait that bobs and rolls on each unit's own phase, a lean into the run, a recoil kick on the frame a rifle fires, a lunge when a Vesh is in contact, and a fall that pitches a dying body onto the dust and sinks it before the slot empties. A dead slot is zero-scaled and parked far under the floor.
Scoped to this part · feeds back into the world's score.