gs_water
The one material `pan_flood` and `pan_flood_far` draw with. It binds `greensky.pan.gs_water` in the blend queue with `depth_write: true`, which is the pair of keys the surface needs: the blend queue is what makes `zero::scene_color` and `zero::scene_depth` read THIS frame's opaqu…
gs_water.material
The one material pan_flood and pan_flood_far draw with. It binds
greensky.pan.gs_water in the blend queue with depth_write: true, which is
the pair of keys the surface needs: the blend queue is what makes
zero::scene_color and zero::scene_depth read THIS frame's opaque scene
rather than the previous frame's, and the depth write is what keeps the near
chopped sheet in front of the flat disc that carries the water to the horizon
where the two overlap.
Every value here is a starting point. greensky/pan/water rewrites the sky,
deck, discharge, arc, chop, rain and clarity properties every frame from the
film's clock, so what is in this file is only what the surface looks like
before the film starts running.
Scoped to this part · feeds back into the world's score.