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asset⌬ shadershaderprimary: shader.wgsl·part ofpackage effectShowcase.package·originates fromworld 0fc7535e-6…

wf_particle

Waterfall particle card: mist, foam and droplet looks selected by `mode`, with sun forward-scatter and a view-dependent rainbow, premultiplied output and a soft depth fade. One shader draws the whole spray family:

byzero-proxy @ DESKTOP-DB3UJOJ·posted 11d ago
What it does

wf_particle

Waterfall particle card: mist, foam and droplet looks selected by mode, with sun forward-scatter and a view-dependent rainbow, premultiplied output and a soft depth fade. One shader draws the whole spray family:

  • Mode 0, mist: big soft camera-facing cards (zero_billboard). A four-octave fx_noise fBm, offset per particle and drifting with time, billows a round puff. It is lit by the ambient light and by the sun through a Henyey-Greenstein phase (g 0.62), so the mist glows when the sun is behind it. The rainbow lives in these cards: a band 42 degrees from the anti-solar point, about 1.7 degrees half-width, red outside and violet inside, scaled by rainbow.
  • Mode 1, foam: bright bubbly clumps on camera-facing cards. Worley cells drift through a ragged disc, lit by ambient and sun light.
  • Mode 2, droplet: a teardrop on a card turned onto its motion (zero_billboard_streak), with a fat head leading along +Y and a tail thinning to a hair, plus a sun glint on the head when the sun is behind it.
  • Mode 3, flat foam: the foam look on a card lying on the water, its right along world X and its up along world Z (zero_card_clip).

Every card dissolves into whatever is drawn behind it over depth_fade (zero_scene_depth_fade), so cards blend softly where they meet rock or water. The output is premultiplied: the colour, scaled by energy, carries its own coverage, and the rainbow and glint add on top.

Three graphs beside it in waterfall/ draw with it, all premultiplied with culling off and depth writes off, and in the Procgen Effects Showcase world the fx_falls scene places them: wf_mist (mode 0, opacity from its density input, default 0.7, energy 1.7, depth_fade 2.2, rainbow from its rainbow input, default 1.0), wf_foam (mode 1, depth_fade 0.9, rainbow 0) and wf_spray (mode 2, depth_fade 0.6, rainbow 0). Each writes data0 from a colour ramp over life and data1 as (particle id, life, 0).

The shader includes @builtin::shaderModules.billboard, fx_noise and zero::scene_depth.

Properties

PropertyTypeDefaultMeaning
modefloat0Look selector, range 0 to 3: mist, foam, droplet, flat foam.
opacityfloat1Multiplies the coverage (range 0 to 4).
energyfloat1Multiplies the lit colour (range 0 to 8).
depth_fadefloat1.2Distance over which a card fades into the surface behind it (range 0 to 10).
rainbowfloat0.6Strength of the rainbow in mist cards (range 0 to 4).
vertexBoundsDilationfloat11How far the vertex hook moves a vertex past the mesh, in world units: the culling bounds grow by it so a moved vertex stays inside them.

Lanes

LaneCarries
data0.rgbColour, multiplied by the lighting.
data0.aOpacity over life.
data1.xParticle id; its low 16 bits seed the per-card noise offsets.
data1.yLife, 0 to 1.
data1.zSpin phase, as the shader header names it; the graphs write 0.

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⌬ Metadata
descriptionWaterfall particle card for mist, foam and droplets, with sun forward-scatter, an in-mist rainbow and soft depth fade.

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shadermodule · born here
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# fx_noise Procedural noise for effect shaders, as WGSL other shaders include with `#include "fx_noise"`: integer hashes, value and gradient noise in 2D and 3D, fBm and ridged fBm over them, curl noise, and worley (cellular) noise that returns the distance to the nearest feature point and that cell's id. The functions are pure math over their arguments, so a material's fragment shader and a compute shader can both include it and read the same field. Every generator takes an explicit `seed`, so one shader draws several uncorrelated fields from the same coordinates. The hashes mix integers, so a value is the same bit pattern wherever it runs; the float entry points hash a float's bit pattern, with `0.0` and `-0.0` folded together. ```wgsl #include "fx_noise" ``` | Function | Returns | |---|---| | `fx_hash11(x)`, `fx_hash21(p)`, `fx_hash31(p)` | a stable value in [0, 1) for a number or point | | `fx_value_noise2(p, seed)`, `fx_value_noise3(p, seed)` | smooth value noise in [0, 1) | | `fx_gradient_noise2(p, seed)`, `fx_gradient_noise3(p, seed)` | gradient (Perlin-style) noise in [-1, 1], exactly 0 at every integer point | | `fx_fbm2(p, octaves, lacunarity, gain, seed)`, `fx_fbm3(...)` | fractal sum of gradient noise in [-1, 1]: clouds, smoke, rock | | `fx_ridged_fbm3(p, octaves, lacunarity, gain, seed)` | ridged fractal noise in [0, 1]: cracks, crags, veins | | `fx_curl_noise3(p, seed)` | a divergence-free flow vector: swirling smoke and dust | | `fx_worley2(p, seed)`, `fx_worley3(p, seed)` | `{ dist, cell, id }` of the nearest feature point: foam cells, stone, sparkle | | `fx_worley_fbm2(p, octaves, lacunarity, gain, seed)` | fractal cellular noise in [0, 1] | ## Arguments - `p` is an `f32`, `vec2f` or `vec3f` coordinate, matching the function's dimension. - `seed` is a `u32`. - `octaves` is a `u32`, clamped to 1 through `FX_FBM_MAX_OCTAVES` (12). Each octave multiplies the frequency by `lacunarity` and the amplitude by `abs(gain)`, and the fBm functions divide by the summed amplitudes, which keeps the stated range for any gain. Octave `i` uses seed `seed + i * 1013`. ## Building blocks The module also exports the pieces the generators are built from: | Function or item | What it is | |---|---| | `fx_hash_u32(x)`, `fx_hash_u2(x, y)`, `fx_hash_u3(x, y, z)` | Integer avalanche hashes of one, two or three `u32` words, returning a `u32`. | | `fx_unorm(h)`, `fx_snorm(h)` | A hashed `u32` as an `f32` in [0, 1) or [-1, 1), from its top 24 bits. | | `fx_bits(x)` | The `u32` bits of an `f32`, with negative zero folded onto positive zero. | | `fx_hash22(p)`, `fx_hash33(p)` | Two or three decorrelated values in [0, 1) for a 2D or 3D point. | | `fx_lattice_u2(cell, seed)`, `fx_lattice_u3(cell, seed)` | The hashed `u32` a seeded integer lattice corner (`vec2i` or `vec3i`) carries. | | `fx_lattice21(cell, seed)`, `fx_lattice31(cell, seed)` | That corner's value in [0, 1); `fx_value_noise2` at an integer point equals `fx_lattice21` of that point. | | `fx_fade(t)` | The quintic fade `t^3 * (t * (6t - 15) + 10)` used to interpolate across a cell. | | `fx_gradient2(cell, seed)`, `fx_gradient3(cell, seed)` | The unit gradient a seeded lattice corner carries; the 3D one is spread evenly over the sphere. | | `fx_curl_potential3(p, seed)` | The three-component potential `fx_curl_noise3` takes the curl of, by central differences over `FX_CURL_EPSILON` (0.05). | | `fx_cell_point2(cell, seed)`, `fx_cell_point3(cell, seed)` | Where a cell's feature point sits inside the cell, in [0, 1) per axis. | | `fx_cell_id2(cell, seed)`, `fx_cell_id3(cell, seed)` | The id in [0, 1) a cell is tinted by. | | `FxWorley2`, `FxWorley3` | The worley result: `dist` (`f32`), `cell` (`vec2i` or `vec3i`) and `id` (`f32`). | | `FX_TAU` | 2 pi. | `fx_worley2` searches the 3 by 3 cells around the sample and `fx_worley3` the 3 by 3 by 3 cells. `fx_worley_fbm2` sums `1 - dist`, clamped to [0, 1], over its octaves, so feature points read as peaks. ## Used by The waterfall (`wf_particle`, `wf_pool`, `wf_rock`, `wf_sheet`) and wall blast (`blast_puff`, `blast_shock`, `blast_stone`) shaders in this package draw their foam, mist, rock, dust and debris from it, and so does the Procgen Effects Showcase world's `blast_ground`.
▲ 0↑ born
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package · born here
❒asset
# effectShowcase The procedural effects of the Procgen Effects Showcase world. Each one is a `.procGraph` that plays through a `Generator`, and every shader, material and module a graph draws with sits beside it in this package, so the package carries everything its graphs need. Each graph's README says what it makes, how to place it and what each of its inputs changes. ## Contents | Folder | Graphs | What they make | |---|---|---| | `combat/` | `impact`, `muzzleFlash`, `tracer` | A round striking a hard surface, the bloom at a barrel as a weapon fires, and the glowing streak of a round in flight. They draw with `fxFlash`, `fxSmoke` and `fxSpark` in `combat/shaders/`. | | `blast/` | `wall_blast` | A charge blowing a breach through a stone block wall, on a 9.6 s loop. | | `storm/` | `storm`, `tower` | A thunderstorm around a lone tower: wind-driven rain, lightning striking on the schedule `schedule.module` keeps, and sparks and smoke where strikes land. `tower` is the stone keep it stands around. | | `rift/` | `arcane_rift` | A rift tearing open in the ground, its motes and rubble moved by the compute shaders in `rift/compute/`. | | `dragon/` | `dragon_breath` | A dragon's fire breath sweeping a courtyard: a flame jet, rolling smoke and drifting embers. | | `launch/` | `launch` | A heavy-lift rocket liftoff on one looping timeline, with the heat-haze material `rk_haze_mat`. | | `waterfall/` | `wf_env`, `wf_water`, `wf_spray`, `wf_foam`, `wf_mist` | A waterfall built in parts: the cliff, basin and boulders, the falling and still water, the droplets, the foam where the falls land, and the mist with its rainbow. Its water materials are in `waterfall/materials/`. | | `shaders/` | | `fx_noise`, the noise functions the waterfall and wall blast shaders include. | ## Playing one A graph plays on a `Generator` component bound to it: ```lua -- `graph` is the graph's reference: the AssetRef `asset.resolve` or a search returns for it. local e = entity.spawn("impact", { position = { 0, 1, 0 } }) e.component.add("Generator", { graph = graph, playOn = "load" }) ``` Set a graph's inputs with the Generator's `params`, e.g. `params = { size = 3 }`.
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backing path · effectShowcase.package/waterfall/shaders/wf_particle.shader

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