shader.wgsl
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Tesla scene realism pass: frozen re-striking arc channels (dart clock, banjo drift, leader growth, branch hierarchy) with additive white-core/violet-sheath plasma; tes_metal env-reflection shader for toroid + electrodes; hemisphere ambient, analytic AO and window moonlight in floor/wall shaders; de-plasticked PBR values; mercury/sodium/halide light script with bounce fills; spark bursts, molten embers and toroid corona spray
01KXQRH37FD0J4WEQD4JYKY6T1701a644f2eBrowse filesCompare with this versionAAA rework of the tesla scene: industrial HV test hall (teslahall module + procedural tes_floor/tes_wall shaders with discharge-reactive analytic lighting), arcs retargeted to strike grounded equipment, strike masts replace the rod spheres, plasma reworked to hot-core + violet halo with traveling packets, spark bursts, beacon pulse and lamp brownouts
01KXQNQP9HXFYW7Q238JAGGE0R8b5a0d03bdBrowse filesCompare with this versiontesla: continuous plasma arcs — GPU compute ribbon mesh (ptes_arcs) with writhing noise paths, snap jolts, branches; tes_plasma beam shader; glowing rod electrodes, wander/ground/corona filaments, music-surge strikes
01KXMY1FH7YA2M1EM3K2F6NS5Wa74c9fe2c7Browse filesPicked