Files
WoWee/include
Kelsi a3a6685d8b feat(water): draw water single-sampled under MSAA, out of the scene pass
Water is a large alpha-blended surface whose interior MSAA does nothing
for — it only pays for the samples. It also had to stay inside the
multisampled scene pass, which meant that under MSAA it was still inside
its own refraction copy: the ghost trains and brightness pumping fixed
for everyone else came back for anyone with anti-aliasing on.

Revive the 1x water pass that was retired when water moved into the main
pass. Under MSAA the frame is now scene (multisampled) → resolve → copy →
water at one sample into the resolved image → UI, matching what the
non-MSAA path already does through the scene continuation pass.

setupWater1xPass had no callers at all; it is now built on MSAA change
and rebuilt on swapchain resize, since its framebuffers reference the
swapchain views. It needs a resolved depth buffer to depth test against,
and the pass targets the swapchain directly, so water stays in the scene
pass when depth resolve is unavailable or post-processing renders the
scene off-screen.
2026-07-31 07:44:05 -07:00
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