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

rift_rubble.computeShader

Analytic, per-chunk periodic motion for rubble orbiting the arcane rift, run as a `sim.shader` solver. Every chunk's state is a function of the solver time alone, periodic per chunk, so the loop is seamless: a chunk grows in while still buried, shudders, rips free, spirals up int…

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

rift_rubble

Analytic, per-chunk periodic motion for rubble orbiting the arcane rift, run as a sim.shader solver. Every chunk's state is a function of the solver time alone, periodic per chunk, so the loop is seamless: a chunk grows in while still buried, shudders, rips free, spirals up into orbit, climbs, then crumbles to nothing glowing hot, and is buried again for its next cycle at a new spot around the rift. It runs one invocation per chunk in workgroups of 64.

Each chunk hashes its index into its own values: a period of 0.8 to 1.2 times period, a phase offset, a starting angle, the radius where it tears loose (1.5 to 4.1), its orbit radius (2.1 to 4.0), the height it climbs to (1.4 to 4.6), a size, an orbit speed and a tumble axis. Through each cycle its phase passes four stages: emerging (0 to 0.08), ripping free (0.08 to 0.26), climbing (0.22 to 0.9) and crumbling (0.84 to 0.985). The orbit is stretched 1.2 times along X, larger chunks orbit and spin more slowly, and the chunk bobs gently once free.

Bindings

BindingAccessWhat it holds
Pread_writePositions, three floats per chunk; written.
orientread_writeOrientation quaternion per chunk (vec4f); written as a rotation about the chunk's axis.
scaleread_writeScale, three floats per chunk; written. It grows in over the first 5 percent of the cycle and falls to zero as the chunk crumbles.
data0read_writePer-chunk lane (vec4f); written as (heat, seed, cycle phase, 0).

Heat is 0.25 + 1.2 * rip * (1 - climb) * emerge + 2.5 * crumble: the seams flare as the chunk rips free and burn brightest as it crumbles.

Parameters

ParameterTypeDefaultMeaning
countint0Number of chunks.
timefloat0.0Solver time in seconds.
periodfloat16.0Base length of one cycle in seconds.
spinfloat0.55Base tumble rate.

Dispatch

The arcane_rift graph (rift/arcane_rift.procGraph) dispatches it from its orbiting node, a sim.shader over 72 points on a disc, with orient (Vec4), scale (Vec3) and data0 (Vec4) attributes and uniforms period 17 and spin 0.55. The graph draws each chunk as a noise-displaced, subdivided octahedron with the rift_rock material, casting shadows; rift_rock reads heat from data0.x and per-chunk variation from data0.y. In the Procgen Effects Showcase world, the fx_rift scene plays the graph.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

This asset doesn't declare a schema or structured payload.
⌬ Metadata
descriptionCompute step that moves rubble chunks on seamless periodic paths, tearing loose, orbiting the arcane rift and crumbling.

Sub-parts

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backing path · effectShowcase.package/rift/compute/rift_rubble.computeShader

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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