shader.wgsl
Versions
Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.
FONTAINE: real-time adaptive SPH stepping, sorted-mirror neighbor passes, MAXP fix, dusk sky with sun disc and stars, teal lake with warm jet bloom, candle rafts, foam thresholds, dusk haze grade
01KY2T856A27VTM3D59FV7HRHFbc874459f1Browse filesCompare with previousCompare from herefontaine: real 330k-particle lake on engine fluidSurface + counting-sort SPH at H=0.45
01KY2N77KZ94DEWB3R4KSV7GTJ0199229c0cBrowse filesCompare with previousCompare from hereFONTAINE: monumental water show on a 170x66m oval lake — three-tier fountain island, 24-nozzle articulated line array + 16-nozzle island ring (sweeps, crisscross lattices, traveling height waves, burst salvos, 30m geyser), elliptical grand parterre with statues, candelabra, bosquet, colonnade
01KY25Q1D4YCKFRF90HG8R0H37ff031b8d90Browse filesCompare with previousCompare from hereAAA polish pass: living material drives, screen-space SPH water, depth-aware volumes, grounded ridges, z-fight-free estate --- director: start() resolves DemoCamera when no camera is passed; commit canonical scene.json --- p_mow AAA pass: hot summer day — heat-haze post, marble/limestone/glass mansion, parched lawn, contact AO --- metadata for the mow estate shader assets --- p_tendril: bilateral body-plan tendril gait — side-locked anchors, role reach windows, progress-based release --- refactor(patisserie): DELUGE becomes a pastel-kitchen stand mixer — two colored SPH pours whisked into cream. 32k-particle sim (H 0.062 grid, agitation-scaled tint diffusion, bowl SDF boundary), fluid.module per-pixel color path, glass depth_write fix, Geo.cylinder winding fix, Geo.lathe builder --- chore: render missing material previews (publish-gate content requirements)
01KY0RS30Y0KPCH9TGRW6VEK3Z9ec217b2cbBrowse filesCompare with previousCompare from herefeat(preseed): AAA SPH water — 16384 particles, GPU-built pool mesh, custom water shader Rework the p_sph DELUGE part for high graphical fidelity: - 4x particle count (3968 -> 16384); particle record widened to 16 floats to carry a color-field gradient + persistent foam - Pool mesh now built and animated entirely on the GPU: a one-shot mesh-init compute pass writes the 16384 ico-shell templates + index topology into compute buffers, and a per-frame renderer.mesh.update refreshes the drawn slab from the scatter output (no per-particle entities, no CPU readback) - New sph_water surface shader: deep->shallow absorption gradient, animated micro-ripple normals, fresnel sky reflection, sharp gloss, noise-broken foam driven by per-vertex foam/surfaceness/speed from the sim - Force pass computes a neighbor-smoothed surface normal + foam (crest, aeration, stirrer splash); scatter squashes free-surface shells into a continuous sheet and enlarges/overlaps shells so the body reads as fluid
01KXDVP44V5B9F1ZPNMWWY1EMS4bb8bea618Browse filesCompare with previousCompare from hereExpanded cut: six new parts + rebuilt collapse. FRESH CUT (30k-blade lawn, live mow trail), DISCHARGE (tesla coil, pooled fractal lightning), DELUGE (grid-binned GPU SPH water), CRAWLER (tentacled cave creature), PYRE (volumetric fire + smoke), REVOLUTION (vaporwave plaza, VHS post); COLLAPSE rebuilt with crane-driven CCD wrecking ball and visible chain. 13 parts, 360s. --- conformance: .metadata for ported shader/material assets
01KX8HWFEB0ZKG6027JRZKF5Z5a25c35635fBrowse filesCompare from here