tid_hull
The Farjan's skin — one surface shader for her whole ship mesh.
tid_hull
The Farjan's skin — one surface shader for her whole ship mesh.
Her livery is carried in the mesh's own vertex colours, so this shader
MULTIPLIES its detail onto vertex_color rather than replacing albedo from a
sampled base-colour texture. Which treatment a fragment gets is read from the
vertex colour's ALPHA: painted shell plating, deckhouse panelling, steelwork,
non-skid deck, painted marking, dark glass, or sheltered.
Everything the eye reads as texture on her — shell strakes with staggered butt
seams, the shallow dish a plate takes between its frames, salt run down from the
hawse pipes, rust bleeding from the freeing ports, the permanently wet band
above the boot top, non-skid grit, deckhouse panel lines — is evaluated
analytically in HULL-LOCAL space, from hull_origin / hull_x / hull_y
written every frame off her transform. That is what keeps the pattern nailed to
her while she steams 340 m through the part and heaves four metres in the
squall, and it spends no sampled-texture slots (group 0 already holds 7 of the
16 a fragment stage gets).
wetness, gloss and waterline_y are driven from preseed.tides.state;
grime, seam_depth and detail_fade are the character knobs.
Scoped to this part · feeds back into the world's score.