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WoWee/assets
Kelsi 0eee6ad4a0 fix(water): stabilise the shoreline masks, and add edge foam and spray
The hard tile-like edges came from the depth the shoreline masks were
built on. verticalDepth is sampled through the refraction offset, which
wanders with the wave normal, and close to the beach that sample lands on
dry ground — so the depth it reports collapses to nothing along wandering
lines and every threshold keyed on it stepped hard. The masks now use a
depth sampled straight down the pixel; the refraction colour keeps the
offset sample, which is the only place it belongs.

Foam was also being removed exactly where it should be strongest: a
smoothstep zeroed it below 0.1 of depth, which is the waterline itself.
That ramp now runs to 0.025, enough to keep the water mesh's own boundary
from reading as a hard line and no more. The wet band's alpha gets the
same short ramp for the same reason.

And there was no spray. A sparse, much finer field now throws off the
front while it is advancing, which is what distinguishes breaking water
from a wet line.
2026-07-31 07:54:55 -07:00
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