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# fl_frond
The foliage shader of *First Light: Goura* — fern fronds, palm blades, sapling
leaves and the roost tree's crown. Thin geometry that has to read twice over:
as a black silhouette against the last of the night, and as a lit, translucent
leaf when the first gold arrives low from the side.
A `surface()` shader with a `vertex_clip()` hook. Three things it does that the
ground shader (`fl_surface`) does not:
**Sway.** `vertex_clip` displaces each vertex by an amount the MESH declares in
its vertex alpha — 1 at a frond's tip, 0 where it is rooted — so a frond pivots
from its crown instead of sliding whole. The phase is a function of world
position, so a stir travels across the lane rather than every copy of the same
mesh nodding together. The displacement takes the vertex's own `time`, so the
previous-frame evaluation places the leaf where it was a frame ago and the
motion vector carries the movement. `sway` is the amplitude in metres at a free
tip; set it to 0 for geometry that should stand still.
**Translucency.** `subsurface_color`, `subsurface_amount`, `subsurface_radius`
and `thickness` give the lobe that makes a backlit leaf glow instead of going
black — the reason a low dawn sun through a fern bed is worth drawing at all.
**A blade read off the UVs.** The frond meshes carry `uv.x` ACROSS the blade
(0 at the spine, 1 at the edge) and `uv.y` ALONG it. `rib_width` /
`rib_darkness` darken the midrib, `edge_color` / `edge_amount` pale the edge,
`base_tint` ages the end nearest the crown, and `bow` bends the shading normal
across the blade so a highlight travels along a frond rather than flashing the
whole leaf at once. None of that is in the geometry.
## Vertex colours
- `rgb` — the leaf's own tone, multiplied over `base_color`.
- `a` — sway freedom, and (through `cavity`) ambient occlusion, so a fern's
crown sits in its own shadow.
## Properties
`properties.yaml` carries the full set. `double_sided` defaults on: this
geometry is meant to be drawn by a material with `cull: none`.
▲ 0↑ born
backing path · game/floor/mat_litter.material
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