tinyworld-shader-fx

Installation
SKILL.md

Tiny World Shader FX

Where the shaders live and how to extend them without breaking the guarded build.

Authoritative shader files

  • Terrain: engine/landscape/shaders.js — SAND_VS, SAND_FS, LOWPOLY_FS
    • the sandMat / sandMatLowPoly ShaderMaterials.
  • Water: engine/landscape/water.js — the animated reflective ocean plane.
  • These two files Object.assign(LandscapeEngine.prototype, {...}) after LandscapeEngine.js defines the class, so they override the inline _initSharedShaders / _initWater copies still present in LandscapeEngine.js (lines ~302 / ~893). The split files are the live ones — edit those. The inline copies are dead but left in place; don't rely on them.
  • The ocean time + cameraPos uniforms are advanced in LandscapeEngine.update().
  • Voxel-world waterfalls/flow are separate: engine/world/05-tile-factory.js (getWaterfallCurtainMaterial, getWaterfallSurfaceMaterial, foam puffs) driven by updateWaterfallEffects(t) / tickWaterTextureFlow(dt) in the animation loop. check.js guards these names — keep them.
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