feat(world): tinyskies-style water + rain + shoreline flow#67
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May 24, 2026 20:19
Water shader: - Drop wave amplitude 0.32 → 0.18 so the surface reads calm/glassy - Quiet the lacy caustic blobs ~3× and hold them off the shore - Halve sparkle intensity and rarify them - Anchor shore-relative math at the visible waterline (where the sand mesh crosses y = waterY) instead of sandOuterRadius, so foam hugs the shore instead of floating ~1.3u out - Port silhouetteAt() into the shader (shoreR = uIslandR × silhouette(θ)) so depth, foam, and ripples follow the peanut shape instead of a perfect circle - Replace the lapping pulse rings with tinyskies-style scrolling contour ripples that drift inward toward the shore - Strengthen the primary foam halo mix so it picks up day-cycle warmth Rain drops: - Replace the heavy glass-lighting shader (best-cell tracking, dome/rim/ glint/meniscus, premultiplied alpha by lighting weight) with tinyskies' minimal cellular refraction — each live cell shows the framebuffer displaced along a per-drop direction vector - Keep `discard` + `skyAt` fallback (our canvas is transparent so alpha=1 would hide the CSS sky) - Match tinyskies' live-cell gate (d.r < (5 - r) × 0.056 && t > 0.5) Streaks unchanged — already a verbatim port of tinyskies' streak pool.
Modulate the edgeFoam halo with two counter-traveling sin waves in theta so brightness "flows" along the silhouette — reads as water washing along the beach. Stays confined to the foam band so motion never bleeds out into the ocean.
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…inyskies # Conflicts: # src/engine/student-space/Game/View/Island.js
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Summary
Test plan