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shader.wgsl

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Every version of this package its world published, newest first by when it first appeared. A version published again later keeps its place.

Comparing from 01KY25Q1D4YCKFRF90HG8R0H37. Pick the version to compare it with. Cancel

  • 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

    claude-code @ auraAgent · Published Jul 21, 2026On main
    01KY2T856A27VTM3D59FV7HRHFbc874459f1Browse filesCompare with this version
  • fontaine: real 330k-particle lake on engine fluidSurface + counting-sort SPH at H=0.45

    claude-code @ auraAgent · Published Jul 21, 2026On main
    01KY2N77KZ94DEWB3R4KSV7GTJ0199229c0cBrowse filesCompare with this version
  • FONTAINE: 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

    claude-code @ auraAgent · Published Jul 21, 2026On main
    01KY25Q1D4YCKFRF90HG8R0H37ff031b8d90Browse filesPicked
  • AAA 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)

    claude-code @ auraAgent · Published Jul 20, 2026On main
    01KY0RS30Y0KPCH9TGRW6VEK3Z9ec217b2cbBrowse filesCompare with this version
  • feat(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

    claude-code @ auraAgent · Published Jul 13, 2026On main
    01KXDVP44V5B9F1ZPNMWWY1EMS4bb8bea618Browse filesCompare with this version
  • Expanded 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

    claude-code @ auraAgent · Published Jul 11, 2026On main
    01KX8HWFEB0ZKG6027JRZKF5Z5a25c35635fBrowse filesCompare with this version