Interface: GraphicsUniforms
Aggregate of every shared graphics uniform consumed by a body's cloud / liquid / terrain shaders. The bag is mutable: panels and runtime sliders write into .value and the shader picks the change on the next frame.
Properties
uWaterEnabled
uWaterEnabled: NumberUniform;Master enable for the liquid shell wave shader. 0 disables wave bump and tinting.
uTerrainBumpEnabled
uTerrainBumpEnabled: NumberUniform;Master enable for the hex terrain bump-mapping.
uEdgeBlendEnabled
uEdgeBlendEnabled: NumberUniform;Master enable for the inter-tile colour edge blend.
uLiquidVisible
uLiquidVisible: NumberUniform;When 0, the liquid shell discards every fragment — exposes the sea floor.
uCloudOpacity
uCloudOpacity: NumberUniform;Cloud-shell alpha (multiplied with the per-vertex coverage).
uCloudSpeed
uCloudSpeed: NumberUniform;Cloud drift speed multiplier.
uCloudColor
uCloudColor: ColorUniform;Cloud tint colour (multiplied with the alpha).
uWaveStrength
uWaveStrength: NumberUniform;Wave bump-mapping amplitude.
uWaveSpeed
uWaveSpeed: NumberUniform;Wave animation speed.
uWaveScale
uWaveScale: NumberUniform;Spatial frequency of the wave noise field — small = ocean swells, large = tight chop.
uSpecularIntensity
uSpecularIntensity: NumberUniform;Sun-glint / fresnel intensity multiplier.
uSpecularSharpness
uSpecularSharpness: NumberUniform;Phong/Blinn exponent for the sun glint — high = tight specular point, low = diffuse glow.
uFresnelPower
uFresnelPower: NumberUniform;Fresnel power exponent — controls how aggressively the rim brightens at grazing angles.
uLiquidRoughness
uLiquidRoughness: NumberUniform;PBR roughness override for the liquid material — 0 = mirror, 1 = matte.
uDepthDarken
uDepthDarken: NumberUniform;Per-fragment depth-darken factor in [0, 1].
uLiquidOpacity
uLiquidOpacity: NumberUniform;Liquid-shell alpha — overrides the material opacity so sliders work without rebuild.
uFoamThreshold
uFoamThreshold: NumberUniform;Wave-height threshold above which a foam tint kicks in — 1 disables foam entirely.
uFoamColor
uFoamColor: ColorUniform;Foam tint colour blended on wave crests above uFoamThreshold.
uBumpStrength
uBumpStrength: NumberUniform;Terrain bump-mapping amplitude.
uEdgeBlendStrength
uEdgeBlendStrength: NumberUniform;Inter-tile colour blend amplitude.