Builtin Library
- ..
- .metadata17 B
- README.md654 B
- bindings.yaml154 B
- shader.wgsl4.4 KB
README.md
compute_snow_terrain
GPU heightmap generation for a snowy mountain landscape. One thread per (x, z)
column, emitting a single f32 height per cell. Uses multi-octave FBM for hills,
ridge noise for peaks, and a radial bowl to frame a mountain valley.
Bindings (see bindings.yaml): params (read array<f32> — [gridSize, worldExtent, seed, mountainScale, baseHeight, ridgeStrength, ...]), heights
(read_write array<f32>, indexed [z * gridSize + x]).
Usage: dispatch by identity with compute.dispatch("@builtin::shaders.compute_snow_terrain", ...) —
it resolves to the shader's stable guid and auto-compiles on first use (no setup).