Log inGet started
World

Builtin Library

Branchmain
Branchesmainpublish
Commit65083fe8f2

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).