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p5_tides

TIDES (t = 135–165): an open Gerstner ocean at sunset under a burning skydome, a mirror-chrome ring standing half-submerged with foam churning at its waterline, and three glass monoliths catching the sun.

Four custom surface shaders share one procedural sunset environment (sky_env, identical function in each): tid_sky renders it on the inside of an inverted dome (HDR sun disk + halos, back-lit cirrus, early stars); tid_ocean displaces a Geo.grid sea (dense core, expanding rim) with a six-wave Gerstner sum in its vertex stage and reflects the same environment by fresnel — the sun disk in that reflection, scattered by per-pixel detail chop and glitter jitter, forms the sun path; tid_chrome mirrors the sky upward and a dusk sea with the mirrored glitter downward; tid_glass blends fresnel reflection with tinted refraction, streaks, a wet base band and a warm rim. Materials live in preseed/tides/*.material; the part drives game_t and the music-reactive uniforms per frame through resolved material guids, so director seeks land deterministically.

Foam: whitecaps rise from the Gerstner crest factor (scaled by foam_level), while foam0/foam1 collar points track the ring's waterline as it turns (concentric churn ripples) and foam2..foam4 wash around the monolith bases at full authored strength.

Music: swell amplitude and crest glow breathe with the mix level, the glitter sparkle rides band 6, the dome sun pulses with the beat, and bloom swells with the level.