Interface: LiquidMaskOptions
Liquid-mask configuration (rocky bodies with a surface liquid shell).
When provided, the fragment shader excludes submerged regions from per-fragment effects (cracks, lava) by replicating the CPU simplex3D elevation field through uLiquidPerm and comparing against seaLevel. Substance-agnostic — the same mask drives water, methane, nitrogen or any other caller-defined liquid.
Properties
permTexture
ts
permTexture: DataTexture;512×1 UNSIGNED_BYTE permutation texture (see shaders/simplexPerm.ts).
seaLevel
ts
seaLevel: number;Elevation threshold from BodySimulation.seaLevelElevation.
noiseScale
ts
noiseScale: number;config.noiseScale — must match the CPU sampling frequency.
radius
ts
radius: number;Body radius used to normalise object-space positions to the unit sphere.