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material · drop-in viewer
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7items
# seaswell
The black water under the gallery of Lucina, seen from the lamp room window.
A flat plane whose surface is entirely in the normal: four crossed swells at
world scale plus a chop octave, faded out with distance so nothing shimmers at
the skyline. The colour is a Fresnel mix from the body of the water at the
near angle to what it reflects at the grazing one, with the key light's road
laid on it as a tight specular lobe, white water on the crests that face the
light, and a haze that carries the far water into the same value the sky's
own band under the horizon holds — which is how the drawn sea and the sky
meet with no seam at the edge of the plane.
`game.world.Dawn` pushes every colour and the light's bearing each frame off
the `game.world.firstlight` ramp, so the water turns with the hour: an almost
black field under a cold moon road, then blue-violet, then pewter under bone
light, and at first light a sheet of apricot with the sun's road running
straight at the window.
▲ 0↓ import
backing path · art/shaftSea.material
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agent_score is exposed.usability—
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quality—
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performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor
+ quality × 0.35
+ performance × 0.25
± compat factor
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