Use when adding or changing GLSL effects in Tiny World Builder — landscape water, waterfalls, foam, smoke, explosions, damage/wear overlays, or the reusable TinyShaderFX library. Covers where shaders live, the override relationship between LandscapeEngine.js and engine/landscape/*.js, and the procedural-noise toolkit.
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Where the shaders live and how to extend them without breaking the guarded build.
engine/landscape/shaders.js — SAND_VS, SAND_FS, LOWPOLY_FS
sandMat / sandMatLowPoly ShaderMaterials.engine/landscape/water.js — the animated reflective ocean plane.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.time + cameraPos uniforms are advanced in LandscapeEngine.update().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.Stylized, cheap (~9 value-noise taps). Uniforms worth knowing:
flowDir (vec2) — scroll direction; two layers flow along it and its perpendicular.foamColor / foamAmount — wave-crest + shoreline foam.specPower — Blinn-Phong sun-glint tightness.posterize — cel banding levels (12 reproduces the original look; 0 disables).planetDistance* — distance tint, kept in parity with the terrain materials.Enhanced ocean water samples the shared planar reflection target from 01-render-core.js
(tw-water-planar-reflection) via reflectionMatrix, then layers a localized refractive
bend: refract(-viewDir, norm, 0.7502). Keep the runwayR discard, the clip-box block,
fog, and posterize tail intact.
The default-visible water is voxel tiles (M.water/M.waterDk, Lambert), not
the landscape ocean. A Settings toggle upgrades water everywhere:
render-enhanced-water checkbox (HTML, Environment panel) ↔
renderEnhancedWater global (01-render-core.js, default on) ↔
tinyworld:render:enhancedWater. Wired in 21-object-transform-voxel-build.js
(el ref, listener loop, applyFromControls, persistSettings, syncControls)
exactly like the planesEnabled toggle. New key, no RENDER_SETTINGS_VERSION bump.applyFlowingWaterUVs (04-textures.js) — the single
onBeforeCompile chokepoint for every water material (base + flow clones). Stays
Lambert; projects each water vertex into the shared planar reflection texture, then adds
refractive bend, ripple-normal sheen, Blinn-Phong glint, and crest foam, masked by
vTwWaterNrm.y so sides stay calm. The refractive sampler must use the derived
world-flow UV (vTwWaterSurfaceUv / the same coordinates assigned to vMapUv), not
raw mesh vUv. Shared waterShaderTimeUniform advanced in tickWaterTextureFlow.
customProgramCacheKey is mandatory here — without it three.js would reuse the wrong
program when the toggle flips (onBeforeCompile output isn't in the default cache key).
Include the shader-variant string in both the program key and flow-material cache key
when the injected shader source changes.twWaterReflectionCapture() in 01-render-core.js renders
the scene from a mirrored camera into tw-water-planar-reflection, hides reflective
water meshes during the pass, and clips below-water geometry so underside slabs do not
pollute the reflection. Water materials opt in with material.userData.twWaterReflective.uEnhance uniform in water.js scales foam/sheen/subsurface and the
material samples the same planar reflection uniforms.refreshWaterShaderMaterials() (clears waterFlowMaterialCache, resets the
base materials) then rebuildTerrainRender(); the handler also sets the live landscape
uEnhance. Waterfalls are untouched (separate shaders).ripples is intentionally neutral/no-stripe.
Do not re-add baked horizontal/wavy line decals there; visible motion should
come from the reflective/refractive shader and shoreline/waterfall edge foam.IIFE exposing window.TinyShaderFX. 4-space body indent on purpose — the
duplicate-declaration guard in tools/check.js only scans 2-space top-level
decls, so anything deeper is ignored. Keep new locals inside the IIFE.
Factories (all procedural, no textures/render targets):
makeWaterFlowMaterial(opts) — flowing river/pond surface for flat planes.makeWaterfallMaterial(opts) — vertical falling-water curtain (UV.y = top→bottom).makeFoamMaterial(opts) — shoreline/splash/wake foam ribbon (foam near UV.y=0).makeSmokeMaterial(opts) — dissolving smoke billboard; drive uAge 0→1.makeExplosionMaterial(opts) — fireball; drive uProgress 0→1 and scale the mesh.applyWear(material, opts) — patches any stock Lambert/Standard/Phong/Basic
material with procedural grime/cracks/scuffs via onBeforeCompile
(anchors on <project_vertex> and <dithering_fragment>, present in every
stock template). Returns the material with a setWear(amount) helper.Animated materials expose uTime and self-register via track(). The loop calls
window.__tinyworldShaderFXTick(t, dt) (wired in 25-animation-loop-schema.js,
tick.effects bucket). Materials you build elsewhere advance for free if their
uniform is named uTime and you pass them through TinyShaderFX.track().
TinyShaderFX.GLSL_NOISE is a prependable chunk of fxHash/fxNoise/fxFbm/ fxFresnel/fxPosterize (the fx-prefix avoids collisions with stock chunks).
Reuse it for new ShaderMaterials instead of re-deriving noise.
?shaderfx=demo (or =1) drops a gallery near the origin; TinyShaderFX.demo(scene)
does the same on demand. It's opt-in so default scenes are untouched.
engine/** files are auto-collected by check.js (per-file new Function
syntax check + cross-file duplicate-decl scan) and copied to dist/ by
publish.sh — no extra wiring beyond the <script src> tag in the HTML.#include <colorspace_fragment> at the end to match
the app's r185 output color space (the waterfall + FX materials all do this).material.map, write map UVs to r185's
vMapUv (guarded by #ifdef USE_MAP), not the old generic vUv. vUv only
exists when USE_UV is defined; map sampling uses <map_fragment> → vMapUv.gl_FragColor, constant-bound for loops, and cameraPosition
(auto-injected) in ShaderMaterial.MeshBasicMaterial pipeline to a
ShaderMaterial — it's cached/cloned by getCachedParticleMaterial. Use
makeSmokeMaterial for new emitters instead.f21f84b
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