surf_cloud
Reactive cloud-sea surface for the cloudsurf part. The grid mesh stays put while the noise field scrolls past via `scroll(t) = scroll0 + speed * (game_t - t0)`; touch points `tp0..tp23` carve a healing wake in field space, and `dye_color`/`hue_shift` tint the churned fluff. The h…
surf_cloud
Reactive cloud-sea surface for the cloudsurf part. The grid mesh stays put while the noise field scrolls past via scroll(t) = scroll0 + speed * (game_t - t0); touch points tp0..tp23 carve a healing wake in field space, and dye_color/hue_shift tint the churned fluff. The height field layers a base roll, cumulus mounds, and Worley billow lobes; the fragment re-samples the lobe field for bump + crevice shading, silver-lining rim, and sun backscatter.
Scoped to this part · feeds back into the world's score.