fyr_ground
Moorland terrain for the pyre part, applied to a `Geo.grid` mesh spawned by `p_fire`. The vertex stage displaces by a low-frequency height field (flattened inside the stone circle); the fragment re-derives the analytic normal, blends dirt / moss / bare rock by noise and slope, ch…
fyr_ground
Moorland terrain for the pyre part, applied to a Geo.grid mesh spawned by
p_fire. The vertex stage displaces by a low-frequency height field
(flattened inside the stone circle); the fragment re-derives the analytic
normal, blends dirt / moss / bare rock by noise and slope, chars a scorch
ring with a pulsing coal bed at the center, and lights with the cool moon
key plus a flickering fire point light shadowed analytically by the eight
standing stones (menhir0..7 = world x, z, halfWidth, height — set once by
the part at build). Per-frame the part drives game_t, flick and
ember_glow.
Scoped to this part · feeds back into the world's score.