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shader.wgsl

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Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.

  • S4: REVOLUTION, CRAWLER and COLLAPSE at 22.5 s, with a second colour, a lit cave and a sun that casts REVOLUTION: shots retimed to 6.5/5.5/5/5.5; shot 3 restaged off the pool with the idol centred and the banded sun behind it, instead of sitting down inside the black water. The grid, the neon and the pool carry a cyan the palette did not reach (vapor_grid line_color/line_mix, vapor_neon use_palette 0, vapor_water tint_color/tint_mix, vapor_checker dark/light/seam), so the plaza reads complementary against the magenta sky rather than one violet wash. vapor_chrome mirrors a sky with its horizon band and its sun disc in it, at a fresnel floor polished metal actually returns, and the idol shows a gradient across it instead of one specular dot. vapor_water_mat asked its pipeline for blend 'blend', which names no equation and drew opaque; it now names alphaBlend. The part's own VHS pass and its bars are installed before the grade runs, and Vol.setSky moves out of build() into enter() under the prebuild rule. CRAWLER: SHOT_LIST retimed to 22.5 with the confront beat whole as the closing 3.5 s, and the crawl rate follows it so the creature parks as the rear begins. The sky and the light rig move out of build() into enter(); the cave's ambient, the crystals' emissive floor and the rim light behind the creature are set so a black body has a silhouette against a black cave, with a blue fog floor under the darks. chromatic_aberration asked for 'strength'; the shader declares 'offset'. COLLAPSE: shots retimed to 8.75/5/8.75 and the strike moved to local 8.75. The crane slews from the first frame and the ball hangs on a live rope, so the wind-up is a shot rather than a held photograph. The far bay stands out of the first release wave and comes down band by band on the aftershock grid at 11.25/13.75/16.25/18.75 and 20, each with its own dust, so the fall carries into the cut. The sun is low, warm and CASTING, and col_ground/col_brick/col_concrete/ col_steel sample it through @builtin::shaderModules.shadows: the shadow pass at the shot-1 camera went from min 255 max 255 span 0 to span 255. Structure casts, trim does not, and the map is bounded by a two-cascade 150 m config and a caster cutoff. exit releases the shadow map and the piece records. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>

    claude-code @ auraAgent · Published Sep 13, 2026On main
    01M2DD9CPZHF6HA7SGPXYW9W2We4067e1a89Browse filesCompare with previousCompare from here
  • p6_collapse AAA rework: real brick/steel/glass building with progressive freeze/unfreeze demolition, lattice crawler crane, cable+chain ball rig, col_* dusk shader stack, GPU dust bursts, new camera work

    claude-code @ auraAgent · Published Jul 16, 2026On main
    01KXNBM1RMQDDDM0XSGZNERRZC4c15efd738Browse filesCompare from here