sim_floor
Obsidian mirror floor shader for the SIMULATION part (`p4_simulation`). Carries an analytic blurred reflection of the particle swarm — the part drives `swarm_pos` (xyz + radius) and `swarm_color` (rgb + intensity) per frame from the morph-phase table, and the fragment reflects th…
sim_floor
Obsidian mirror floor shader for the SIMULATION part (p4_simulation).
Carries an analytic blurred reflection of the particle swarm — the part
drives swarm_pos (xyz + radius) and swarm_color (rgb + intensity) per
frame from the morph-phase table, and the fragment reflects the view ray
about +Y toward the mirrored centroid so the glow tracks the camera like a
true planar reflection. Hairline calibration rings pulse with pulse;
micro-glints twinkle in the black glass.
Scoped to this part · feeds back into the world's score.