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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…

byclaude-code @ aura·posted 1mo ago
What it does

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.

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shader · born here
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# water_surface The underside of the North Atlantic, seen from four metres down — the only ordinary light in DEADLIGHT, and on screen for six seconds. The plane is deformed by a sum of five travelling deep-water swells in `vertex()`, each moving at the speed its own wavelength gives it, and the same sum is differentiated analytically in `fragment()` for the normal. Shading and silhouette therefore agree, and the surface reports the motion of the swell rather than of the plane it is built on. What a lens under water sees looking up is Snell's window: everything above the surface squeezed into a cone about 97 degrees across, with the interface a mirror outside it. The window's edge tears and scallops with the swell, and the sunball inside it wobbles and smears with the same water. Self-shading — this scene has no sun light in it, so the surface carries its own.
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backing path · deadlight/abyss/materials/sea_surface.material

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