gv_cel
The cel-shaded candy surface of Gumdrop Vale. Lighting is hard-banded half-lambert diffuse quantised into `bands` steps with an anti-aliased band edge, tinted toward `shadow_color` in the dark steps rather than toward black, plus a fresnel rim light and a stepped hard-candy specu…
gv_cel
The cel-shaded candy surface of Gumdrop Vale. Lighting is hard-banded
half-lambert diffuse quantised into bands steps with an anti-aliased band
edge, tinted toward shadow_color in the dark steps rather than toward black,
plus a fresnel rim light and a stepped hard-candy specular patch — the pastel,
high-key toon look the Vale is drawn in.
The same shader carries the bloom field: five wave sources (bloom0
… bloom4), each (world_x, world_z, radius, state), where state is 0
dormant, 1 sweeping, 2 settled. Every fragment mixes grey_color toward
bloom_color by its distance to the nearest active source, so a wave sweeping
outward from a Blossom Well restores colour per pixel across the terrain and
every plant standing on it at once, in perfect register and at no per-entity
cost. A sweeping source also draws wave_color as a bright leading ring at the
wavefront. bloom_global raises a floor under the whole field — 1.0 is total
bloom.
jitter_* drifts hue by world position so a scattered field of one mesh is not
one flat colour, speckle_* adds sugar grain where the ground has bloomed, and
slope_* reads steep faces as exposed cream sugar.
Scoped to this part · feeds back into the world's score.