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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 ​

ts
uWaterEnabled: NumberUniform;

Master enable for the liquid shell wave shader. 0 disables wave bump and tinting.


uTerrainBumpEnabled ​

ts
uTerrainBumpEnabled: NumberUniform;

Master enable for the hex terrain bump-mapping.


uEdgeBlendEnabled ​

ts
uEdgeBlendEnabled: NumberUniform;

Master enable for the inter-tile colour edge blend.


uLiquidVisible ​

ts
uLiquidVisible: NumberUniform;

When 0, the liquid shell discards every fragment — exposes the sea floor.


uCloudOpacity ​

ts
uCloudOpacity: NumberUniform;

Cloud-shell alpha (multiplied with the per-vertex coverage).


uCloudSpeed ​

ts
uCloudSpeed: NumberUniform;

Cloud drift speed multiplier.


uCloudColor ​

ts
uCloudColor: ColorUniform;

Cloud tint colour (multiplied with the alpha).


uWaveStrength ​

ts
uWaveStrength: NumberUniform;

Wave bump-mapping amplitude.


uWaveSpeed ​

ts
uWaveSpeed: NumberUniform;

Wave animation speed.


uWaveScale ​

ts
uWaveScale: NumberUniform;

Spatial frequency of the wave noise field — small = ocean swells, large = tight chop.


uSpecularIntensity ​

ts
uSpecularIntensity: NumberUniform;

Sun-glint / fresnel intensity multiplier.


uSpecularSharpness ​

ts
uSpecularSharpness: NumberUniform;

Phong/Blinn exponent for the sun glint — high = tight specular point, low = diffuse glow.


uFresnelPower ​

ts
uFresnelPower: NumberUniform;

Fresnel power exponent — controls how aggressively the rim brightens at grazing angles.


uLiquidRoughness ​

ts
uLiquidRoughness: NumberUniform;

PBR roughness override for the liquid material — 0 = mirror, 1 = matte.


uDepthDarken ​

ts
uDepthDarken: NumberUniform;

Per-fragment depth-darken factor in [0, 1].


uLiquidOpacity ​

ts
uLiquidOpacity: NumberUniform;

Liquid-shell alpha — overrides the material opacity so sliders work without rebuild.


uFoamThreshold ​

ts
uFoamThreshold: NumberUniform;

Wave-height threshold above which a foam tint kicks in — 1 disables foam entirely.


uFoamColor ​

ts
uFoamColor: ColorUniform;

Foam tint colour blended on wave crests above uFoamThreshold.


uBumpStrength ​

ts
uBumpStrength: NumberUniform;

Terrain bump-mapping amplitude.


uEdgeBlendStrength ​

ts
uEdgeBlendStrength: NumberUniform;

Inter-tile colour blend amplitude.

Distribué sous la licence indiquée dans le dépôt.