sea_surface
The underside of the North Atlantic in movement I, on the `water_surface` shader. Opaque and double-sided on purpose: it has to lay depth, because the medium's extinction pass measures every eye ray against the depth buffer and a pixel with nothing in it is filled with four kilom…
sea_surface
The underside of the North Atlantic in movement I, on the water_surface
shader. Opaque and double-sided on purpose: it has to lay depth, because the
medium's extinction pass measures every eye ray against the depth buffer and a
pixel with nothing in it is filled with four kilometres of water.
sky_color is what Snell's window shows, sun_size / sun_intensity /
sun_glare the sunball inside it, and wave_gain how hard the swell tears the
window's edge. Worn by the WaterColumn entity at x = 2000.
Scoped to this part · feeds back into the world's score.