cloister_spore
Spores and dust hanging in the cloister air. The mesh is one quad per mote with all four corners collapsed onto the mote's home point, its corner carried in `uv` and its own random seed in `color`; `vertex()` walks the mote around on a sum of sines and `vertex_clip()` opens the q…
cloister_spore
Spores and dust hanging in the cloister air. The mesh is one quad per mote with
all four corners collapsed onto the mote's home point, its corner carried in
uv and its own random seed in color; vertex() walks the mote around on a
sum of sines and vertex_clip() opens the quad out along the camera's own right
and up axes, so a mote is round from any camera and at any capture aspect.
Nothing here wraps, so there is no discontinuity for the renderer to difference into a false velocity. All of it is cosmetic and changes no game state. Premultiplied with alpha 0 — the motes add, and never hide anything.
Scoped to this part · feeds back into the world's score.