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asset⌬ shadershaderprimary: shader.wgsl·part ofpackage effectShowcase.package·originates fromworld 0fc7535e-6…

wf_pool

Plunge-pool water: travelling ripples, churn turbulence that grows toward the impact, a two-phase radial foam flow, depth-driven shore and rock foam, a fresnel sky reflection and sun glitter. All positions are taken relative to the waterfall origin (`origin_x`, `origin_z`) on the…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 11d ago
What it does

wf_pool

Plunge-pool water: travelling ripples, churn turbulence that grows toward the impact, a two-phase radial foam flow, depth-driven shore and rock foam, a fresnel sky reflection and sun glitter. All positions are taken relative to the waterfall origin (origin_x, origin_z) on the world XZ plane.

The surface normal sums four travelling sine waves, rings running outward from the impact point, and an fx_noise fBm chop whose strength rises with the churn, a Gaussian falloff of distance from the impact over churn_radius. The water colour comes from the depth already drawn underneath (zero_scene_depth_fade): light teal where the bed is close, dark blue-green where it is deep. Over that it mixes a sky gradient from a horizon (0.62, 0.76, 0.92) to a zenith (0.18, 0.34, 0.66) by a Schlick fresnel term, and adds two lobes of sun glitter, stronger in the churn. Foam is drawn from two flow phases advected outward from the impact and cross-faded so the cycle loops smoothly, plus the churn itself, a spread term around the impact, ragged contact foam where the water meets rock or shore (a depth fade over 0.42), fine breakup noise and worley lace cells. The foam colour is a lit white, mixed in by foam. The alpha runs from 0.55 at the shore to 1 in deep water, raised by the foam.

Two materials use it, both alpha-blended with culling off and depth writes off, and the wf_water graph (waterfall/wf_water.procGraph) draws both in the Procgen Effects Showcase world's fx_falls scene: wf_pool_mat on the 21 by 18.5 plunge pool (origin z 42, impact at (0, -3.5), churn_radius 3.7, foam 1), and wf_river_mat on the 7.2 by 13 river above the lip (origin z 42, impact at (0, 60), churn_radius 3, foam 0.55).

The shader includes fx_noise and zero::scene_depth.

Properties

PropertyTypeDefaultMeaning
origin_xfloat0World X of the waterfall origin; positions are measured from it.
origin_zfloat0World Z of the waterfall origin.
impact_xfloat0X of the plunge point, relative to the origin.
impact_zfloat-3.4Z of the plunge point, relative to the origin.
churn_radiusfloat3.6Radius of the churned water around the plunge point (range 0.5 to 20).
foamfloat1.0How strongly the foam is mixed over the water (range 0 to 2).

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⌬ Metadata
descriptionPlunge-pool and river water with travelling ripples, churn, flowing foam, shore foam, sky reflection and sun glitter.

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shadermodule · born here
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# fx_noise Procedural noise for effect shaders, as WGSL other shaders include with `#include "fx_noise"`: integer hashes, value and gradient noise in 2D and 3D, fBm and ridged fBm over them, curl noise, and worley (cellular) noise that returns the distance to the nearest feature point and that cell's id. The functions are pure math over their arguments, so a material's fragment shader and a compute shader can both include it and read the same field. Every generator takes an explicit `seed`, so one shader draws several uncorrelated fields from the same coordinates. The hashes mix integers, so a value is the same bit pattern wherever it runs; the float entry points hash a float's bit pattern, with `0.0` and `-0.0` folded together. ```wgsl #include "fx_noise" ``` | Function | Returns | |---|---| | `fx_hash11(x)`, `fx_hash21(p)`, `fx_hash31(p)` | a stable value in [0, 1) for a number or point | | `fx_value_noise2(p, seed)`, `fx_value_noise3(p, seed)` | smooth value noise in [0, 1) | | `fx_gradient_noise2(p, seed)`, `fx_gradient_noise3(p, seed)` | gradient (Perlin-style) noise in [-1, 1], exactly 0 at every integer point | | `fx_fbm2(p, octaves, lacunarity, gain, seed)`, `fx_fbm3(...)` | fractal sum of gradient noise in [-1, 1]: clouds, smoke, rock | | `fx_ridged_fbm3(p, octaves, lacunarity, gain, seed)` | ridged fractal noise in [0, 1]: cracks, crags, veins | | `fx_curl_noise3(p, seed)` | a divergence-free flow vector: swirling smoke and dust | | `fx_worley2(p, seed)`, `fx_worley3(p, seed)` | `{ dist, cell, id }` of the nearest feature point: foam cells, stone, sparkle | | `fx_worley_fbm2(p, octaves, lacunarity, gain, seed)` | fractal cellular noise in [0, 1] | ## Arguments - `p` is an `f32`, `vec2f` or `vec3f` coordinate, matching the function's dimension. - `seed` is a `u32`. - `octaves` is a `u32`, clamped to 1 through `FX_FBM_MAX_OCTAVES` (12). Each octave multiplies the frequency by `lacunarity` and the amplitude by `abs(gain)`, and the fBm functions divide by the summed amplitudes, which keeps the stated range for any gain. Octave `i` uses seed `seed + i * 1013`. ## Building blocks The module also exports the pieces the generators are built from: | Function or item | What it is | |---|---| | `fx_hash_u32(x)`, `fx_hash_u2(x, y)`, `fx_hash_u3(x, y, z)` | Integer avalanche hashes of one, two or three `u32` words, returning a `u32`. | | `fx_unorm(h)`, `fx_snorm(h)` | A hashed `u32` as an `f32` in [0, 1) or [-1, 1), from its top 24 bits. | | `fx_bits(x)` | The `u32` bits of an `f32`, with negative zero folded onto positive zero. | | `fx_hash22(p)`, `fx_hash33(p)` | Two or three decorrelated values in [0, 1) for a 2D or 3D point. | | `fx_lattice_u2(cell, seed)`, `fx_lattice_u3(cell, seed)` | The hashed `u32` a seeded integer lattice corner (`vec2i` or `vec3i`) carries. | | `fx_lattice21(cell, seed)`, `fx_lattice31(cell, seed)` | That corner's value in [0, 1); `fx_value_noise2` at an integer point equals `fx_lattice21` of that point. | | `fx_fade(t)` | The quintic fade `t^3 * (t * (6t - 15) + 10)` used to interpolate across a cell. | | `fx_gradient2(cell, seed)`, `fx_gradient3(cell, seed)` | The unit gradient a seeded lattice corner carries; the 3D one is spread evenly over the sphere. | | `fx_curl_potential3(p, seed)` | The three-component potential `fx_curl_noise3` takes the curl of, by central differences over `FX_CURL_EPSILON` (0.05). | | `fx_cell_point2(cell, seed)`, `fx_cell_point3(cell, seed)` | Where a cell's feature point sits inside the cell, in [0, 1) per axis. | | `fx_cell_id2(cell, seed)`, `fx_cell_id3(cell, seed)` | The id in [0, 1) a cell is tinted by. | | `FxWorley2`, `FxWorley3` | The worley result: `dist` (`f32`), `cell` (`vec2i` or `vec3i`) and `id` (`f32`). | | `FX_TAU` | 2 pi. | `fx_worley2` searches the 3 by 3 cells around the sample and `fx_worley3` the 3 by 3 by 3 cells. `fx_worley_fbm2` sums `1 - dist`, clamped to [0, 1], over its octaves, so feature points read as peaks. ## Used by The waterfall (`wf_particle`, `wf_pool`, `wf_rock`, `wf_sheet`) and wall blast (`blast_puff`, `blast_shock`, `blast_stone`) shaders in this package draw their foam, mist, rock, dust and debris from it, and so does the Procgen Effects Showcase world's `blast_ground`.
▲ 0↑ born
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package · born here
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# effectShowcase The procedural effects of the Procgen Effects Showcase world. Each one is a `.procGraph` that plays through a `Generator`, and every shader, material and module a graph draws with sits beside it in this package, so the package carries everything its graphs need. Each graph's README says what it makes, how to place it and what each of its inputs changes. ## Contents | Folder | Graphs | What they make | |---|---|---| | `combat/` | `impact`, `muzzleFlash`, `tracer` | A round striking a hard surface, the bloom at a barrel as a weapon fires, and the glowing streak of a round in flight. They draw with `fxFlash`, `fxSmoke` and `fxSpark` in `combat/shaders/`. | | `blast/` | `wall_blast` | A charge blowing a breach through a stone block wall, on a 9.6 s loop. | | `storm/` | `storm`, `tower` | A thunderstorm around a lone tower: wind-driven rain, lightning striking on the schedule `schedule.module` keeps, and sparks and smoke where strikes land. `tower` is the stone keep it stands around. | | `rift/` | `arcane_rift` | A rift tearing open in the ground, its motes and rubble moved by the compute shaders in `rift/compute/`. | | `dragon/` | `dragon_breath` | A dragon's fire breath sweeping a courtyard: a flame jet, rolling smoke and drifting embers. | | `launch/` | `launch` | A heavy-lift rocket liftoff on one looping timeline, with the heat-haze material `rk_haze_mat`. | | `waterfall/` | `wf_env`, `wf_water`, `wf_spray`, `wf_foam`, `wf_mist` | A waterfall built in parts: the cliff, basin and boulders, the falling and still water, the droplets, the foam where the falls land, and the mist with its rainbow. Its water materials are in `waterfall/materials/`. | | `shaders/` | | `fx_noise`, the noise functions the waterfall and wall blast shaders include. | ## Playing one A graph plays on a `Generator` component bound to it: ```lua -- `graph` is the graph's reference: the AssetRef `asset.resolve` or a search returns for it. local e = entity.spawn("impact", { position = { 0, 1, 0 } }) e.component.add("Generator", { graph = graph, playOn = "load" }) ``` Set a graph's inputs with the Generator's `params`, e.g. `params = { size = 3 }`.
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backing path · effectShowcase.package/waterfall/shaders/wf_pool.shader

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