gs_water
The standing water on the salt pan, as one engine-lit `surface()` shader with no texture slots.
gs_water
The standing water on the salt pan, as one engine-lit surface() shader with
no texture slots.
It gives the sheet three things the greybox tint could not: a chop normal built
from six travelling waves and a field of expanding rain-impact rings; a
Beer-Lambert read of whatever the depth buffer says stands under it, bent by the
chop's own slope, so the crust and the runway paint show through shallow water
and fade out as it deepens; and an analytic sky evaluated along the reflected
ray — horizon-to-zenith gradient, storm-deck lid, discharge lift, sun disc and
glare, and the 41-degree primary / 52-degree secondary bands of the rainbow —
written into emissive behind a Schlick Fresnel, because this world carries no
reflection probe and the PBR environment term is black without one.
Every one of those sky terms is a material property. greensky/pan/water writes
them each frame from the same palette the sky slice hands the cloud preset, so
the water holds the sky the film is showing at that instant rather than a baked
one. Consumed by gs_water.material, which pan_flood and pan_flood_far
carry.
Scoped to this part · feeds back into the world's score.