explosion_fireball
The fireball shell of the builtin explosion. A unit sphere scaled to the blast
radius, with ridged fBm from fx_noise eating the silhouette away as the blast
ages and the colour walking white-hot → core → smoke over the same age.
Self-shading: an explosion emits its own light, so the body returns the finished pixel rather than handing the engine a surface to light.
Every per-play value — age, radius, seed, energy, the two colours and the
emissive gain — arrives on the entity's own instance-data lanes, so one material
serves every explosion on screen however they differ. The material's own
core_color / smoke_color / intensity stand in until something writes the
lanes.
| Lane | Carries |
|---|---|
| 0 | (age 0..1, radius in metres, seed, energy) |
| 1 | (core colour rgb, emissive gain) |
| 2 | (smoke colour rgb, unused) |
Declares three float/colour properties and no textures or storage buffers.
Scoped to this part · feeds back into the world's score.