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nx_gx8_ssao_gate.nx
buildroot/runtime/_hdl_build/nx_gx8_ssao_gate.nx
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nx_gx8_ssao_gate.nx -- Gx-8: AMBIENT OCCLUSION, the contact cue that stops everything floating.
Direct lighting alone carries no proximity information, so a shape resting ON a surface and one hovering
above it shade identically -- which is why our figures and beacons read as pasted onto the scene rather
than sitting in it. sg_ssao adds cavity darkening from the finished depth buffer.
THE TEST THAT MATTERS is the neg-control: a naive depth-only SSAO greys out every receding floor, because
downhill neighbours are always nearer. This gate renders a big SLOPED PLANE and requires AO to leave it
essentially untouched, while requiring the crevice-rich humanoid to darken measurably. Passing ONE of
those is easy; passing BOTH is the whole point of the opposite-pair sampling.
license_tier: ORIGINAL expect_exit: 0
dependencies 2 imports · 0 importers
imports: nx_swgpu.nxnx_png_write.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 13 | func ao_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } called by 1: main |
| 14 | func ao_pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } called by 1: main |
| 16 | func ao_fb_rgb(base: i64, dst: *u8) -> i64 |
| 30 | func ao_build_plane(base: i64) -> i64 |
| 79 | func ao_mean_lit(base: i64, rgb: *u8, cnt: *i64) -> i64 |
| 96 | func main() -> i64 |