@genex-ai/cli-demo 0.93.0 → 0.94.0-dev.249

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  1. package/dist/index.js +26 -5
  2. package/package.json +1 -1
  3. package/templates/skills/genex-ai-model/SKILL.md +3 -2
  4. package/templates/skills/genex-ai-skybox/SKILL.md +4 -4
  5. package/templates/skills/genex-ai-texture/SKILL.md +1 -1
  6. package/templates/skills/genex-ai-video/SKILL.md +1 -1
  7. package/templates/skills/genex-game-director/SKILL.md +321 -411
  8. package/templates/skills/genex-game-director/references/design-contract.md +130 -179
  9. package/templates/skills/genex-game-director/references/routing-map.md +242 -362
  10. package/templates/skills/genex-getting-started/SKILL.md +2 -2
  11. package/templates/skills/genex-threejs-exposure-color-grading/SKILL.md +3 -7
  12. package/templates/skills/genex-threejs-multiplayer/SKILL.md +19 -2
  13. package/templates/skills/genex-threejs-procedural-assets/SKILL.md +112 -0
  14. package/templates/skills/genex-threejs-procedural-materials/SKILL.md +3 -7
  15. package/templates/skills/genex-threejs-procedural-vfx/SKILL.md +6 -11
  16. package/templates/skills/genex-threejs-shadow-systems/SKILL.md +2 -3
  17. package/templates/skills/genex-threejs-visual-validation/SKILL.md +0 -4
  18. package/templates/skills/genex-updates/SKILL.md +1 -1
  19. package/templates/skills/genex-threejs-atmosphere-aerial-perspective/SKILL.md +0 -46
  20. package/templates/skills/genex-threejs-atmosphere-aerial-perspective/references/atmosphere.md +0 -213
  21. package/templates/skills/genex-threejs-bloom/SKILL.md +0 -44
  22. package/templates/skills/genex-threejs-bloom/references/bloom.md +0 -187
  23. package/templates/skills/genex-threejs-exposure-color-grading/references/exposure-grading.md +0 -205
  24. package/templates/skills/genex-threejs-game-content/SKILL.md +0 -198
  25. package/templates/skills/genex-threejs-game-content/references/content-tables.md +0 -269
  26. package/templates/skills/genex-threejs-image-pipeline/SKILL.md +0 -56
  27. package/templates/skills/genex-threejs-image-pipeline/references/image-pipeline.md +0 -197
  28. package/templates/skills/genex-threejs-lighting-design/SKILL.md +0 -144
  29. package/templates/skills/genex-threejs-lighting-design/references/light-recipes.md +0 -137
  30. package/templates/skills/genex-threejs-open-world/SKILL.md +0 -149
  31. package/templates/skills/genex-threejs-open-world/references/terrain-streaming.md +0 -215
  32. package/templates/skills/genex-threejs-precipitation-surfaces/SKILL.md +0 -59
  33. package/templates/skills/genex-threejs-precipitation-surfaces/references/precipitation-surfaces.md +0 -181
  34. package/templates/skills/genex-threejs-procedural-architecture/SKILL.md +0 -50
  35. package/templates/skills/genex-threejs-procedural-architecture/references/architecture-systems.md +0 -509
  36. package/templates/skills/genex-threejs-procedural-fields/SKILL.md +0 -61
  37. package/templates/skills/genex-threejs-procedural-fields/references/field-systems.md +0 -232
  38. package/templates/skills/genex-threejs-procedural-geometry/SKILL.md +0 -39
  39. package/templates/skills/genex-threejs-procedural-geometry/references/mesh-systems.md +0 -202
  40. package/templates/skills/genex-threejs-procedural-materials/references/material-systems.md +0 -198
  41. package/templates/skills/genex-threejs-procedural-planets/SKILL.md +0 -48
  42. package/templates/skills/genex-threejs-procedural-planets/references/planet-systems.md +0 -498
  43. package/templates/skills/genex-threejs-procedural-vegetation/SKILL.md +0 -52
  44. package/templates/skills/genex-threejs-procedural-vegetation/references/vegetation-systems.md +0 -314
  45. package/templates/skills/genex-threejs-procedural-vfx/references/vfx-systems.md +0 -218
  46. package/templates/skills/genex-threejs-raymarched-space-effects/SKILL.md +0 -37
  47. package/templates/skills/genex-threejs-raymarched-space-effects/references/space-effects.md +0 -194
  48. package/templates/skills/genex-threejs-screen-space-ambient-occlusion/SKILL.md +0 -35
  49. package/templates/skills/genex-threejs-screen-space-ambient-occlusion/references/ambient-occlusion.md +0 -441
  50. package/templates/skills/genex-threejs-spectral-ocean/SKILL.md +0 -52
  51. package/templates/skills/genex-threejs-spectral-ocean/references/spectral-ocean.md +0 -473
  52. package/templates/skills/genex-threejs-temporal-surfaces/SKILL.md +0 -41
  53. package/templates/skills/genex-threejs-temporal-surfaces/references/temporal-surfaces.md +0 -207
  54. package/templates/skills/genex-threejs-visual-validation/references/visual-validation.md +0 -427
  55. package/templates/skills/genex-threejs-volumetric-clouds/SKILL.md +0 -49
  56. package/templates/skills/genex-threejs-volumetric-clouds/references/volumetric-clouds.md +0 -579
  57. package/templates/skills/genex-threejs-water-optics/SKILL.md +0 -57
  58. package/templates/skills/genex-threejs-water-optics/references/water-optics.md +0 -195
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- # Analytic water surface system
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-
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- Use this reference for bounded or analytic water with shared displacement and normals, derivative-filtered detail, analytic reflection, heuristic refraction, absorption, and crest foam. Use `$genex-threejs-spectral-ocean` for stochastic FFT seas.
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-
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- > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project. Either way the effect obeys the device tier (`$genex-threejs-adaptive-quality`): expensive passes are desktop-tier, and on WebGPU the per-target MSAA sample count is a runtime knob the governor may drive.
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-
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- ## Contents
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-
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- - cinematic implementation displaced ocean
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- - Shared displacement/normal contract
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- - cinematic implementation optical hierarchy
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- - atlas-based renderer normal-only wave bundle
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- - atlas-based renderer refraction and absorption
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- - Foam and distance response
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- - Objective limits
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- - Diagnostics
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-
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-
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- ## cinematic implementation displaced ocean
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-
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- The shallow-sea demo scene uses five authored Gerstner-style components:
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-
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- | Direction X/Z | Amplitude | Wavelength | Steepness |
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- | --- | ---: | ---: | ---: |
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- | `0.94, 0.32` | 0.38 | 28.0 | 0.50 |
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- | `-0.42, 0.91` | 0.24 | 18.0 | 0.46 |
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- | `0.78, -0.52` | 0.16 | 12.0 | 0.42 |
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- | `-0.35, -0.78` | 0.10 | 10.0 | 0.35 |
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- | `0.55, 0.62` | 0.06 | 9.5 | 0.28 |
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-
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- For every wave:
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-
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- ```text
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- k = 2π / wavelength
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- omega = sqrt(9.81 * k)
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- phase = k * dot(direction, xz) - omega * time
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- horizontal offset = direction * steepness * amplitude * cos(phase)
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- vertical offset = amplitude * sin(phase)
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- ```
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-
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- The ocean is a `1200 x 1200` plane with `256 x 256` segments. A CPU height
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- function evaluates the same five vertical sine terms for camera clearance.
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-
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- ## Shared displacement/normal contract
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-
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- The TSL normal function evaluates the same directions, amplitudes,
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- wavelengths, and phases as displacement:
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-
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- ```text
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- Nx += direction.x * k * amplitude * sin(phase)
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- Ny += steepness * k * amplitude * cos(phase)
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- Nz += direction.y * k * amplitude * sin(phase)
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- normal = normalize((-Nx, 1 - Ny, -Nz))
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- ```
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-
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- This exact parameter sharing is the defining mechanism. If a wave changes,
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- both geometry and normal evaluation change together.
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-
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- ## cinematic implementation optical hierarchy
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-
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- The surface adds four smaller sinusoidal normal bands after the displaced
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- normal, with spatial scales `0.44`, `0.8`, `1.55`, and `2.8` and decreasing
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- strength.
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-
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- Water response:
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-
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- ```text
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- F0 = 0.02
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- F = F0 + (1 - F0) * (1 - NdotV)^5
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- ```
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-
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- Reflection samples the same analytic sky used by the sky dome. Sun response:
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-
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- ```text
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- reflection disc = dot(reflection, sun)^2500 * 22
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- reflection halo = dot(reflection, sun)^14 * 1.5
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- surface specular = dot(normal, halfVector)^1200 * 22
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- ```
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-
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- The transmitted body is a deep/shallow blue mix. A forward-scatter term uses
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- `dot(view, -sun)^4`, scaled by `0.42 * (1 - Fresnel)`. Crest foam derives from
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- `(1 - normal.y)`, and distance haze uses:
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-
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- ```text
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- 1 - exp(-distance * 0.0026)
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- ```
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-
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- ## atlas-based renderer normal-only wave bundle
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-
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- atlas-based renderer’s water mesh is not displaced by the material. It computes a normal
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- and crest from six world-XZ wave bands:
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-
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- ```text
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- wavelengths = 12, 6, 2.5, 5.25, 3.0, 1.5
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- relative amplitudes = 1, 0.55, 0.22, 0.12, 0.08, 0.05
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- directions = wind, cross-wind, 45°, +30°, -30°, +60°
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- dispersion = sqrt(9.8 * k)
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- ```
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-
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- High-frequency bands are attenuated from screen derivatives:
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-
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- ```text
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- aa3 = 1 - smoothstep(0, 2.0, footprint * k3)
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- aa4 = 1 - smoothstep(0, 1.5, footprint * k4)
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- aa5 = 1 - smoothstep(0, 1.0, footprint * k5)
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- ```
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-
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- Two low-amplitude noise gradients add wind-aligned micro-turbulence. The crest
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- metric combines slope with phase alignment from all six waves.
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-
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- Use this only when normal-only water is appropriate. Do not claim geometry and
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- normal parity because the geometry remains flat.
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-
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- ## atlas-based renderer refraction and absorption
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-
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- Defaults:
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-
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- ```text
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- air/water eta = 1 / 1.333
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- extra Fresnel bias = 0.035
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- absorption = (0.20, 0.06, 0.02) per meter
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- fallback depth = 4 m
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- refraction strength = 0.18
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- roughness control = 0.35
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- ```
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-
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- The shader is side-aware:
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-
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- ```text
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- above water: eta = air / water
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- underwater: eta = water / air
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- F0 = ((1 - eta) / (1 + eta))^2 + artistic bias
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- ```
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-
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- When scene color exists, it samples two clamped screen offsets from the
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- refracted direction and procedural noise. When scene depth is absent, path
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- length is approximated from fallback thickness and the refracted vertical
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- component:
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-
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- ```text
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- path = fallbackDepth / abs(refractedDirection.y)
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- transmittance = exp(-absorption * path)
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- ```
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-
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- This produces depth-dependent color but not actual object thickness.
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-
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- ## Foam and distance response
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-
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- atlas-based renderer foam:
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-
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- ```text
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- foamSeed = noise(xz * 0.9 + wind * time * foamDrift)
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- foam = smoothstep(
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- threshold,
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- 1,
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- crest * noisy modulation
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- )
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- ```
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-
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- It is causally attached to the crest output, then broken up by noise.
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-
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- The material also increases opacity over a configured distance range
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- (`25–140` world units) and treats underwater alpha separately. This helps a
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- bounded transparent surface meet a far-ocean horizon.
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-
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- ## Objective limits
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-
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- - cinematic implementation uses an authored five-wave sea, not a directional spectrum.
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- - atlas-based renderer is normal-only and cannot produce crest silhouette or geometric
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- parallax.
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- - atlas-based renderer refraction has no depth rejection and can sample foreground objects.
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- - Its thickness is a fallback estimate, not reconstructed scene thickness.
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- - The demonstrated paths use artistic sky reflection rather than environment
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- prefiltering or planar reflection.
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- - Crest foam is instantaneous and lacks persistent build/decay.
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- - Route to `$genex-threejs-spectral-ocean` when the target is implementation-level
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- spectral open water rather than a bounded authored-wave surface.
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-
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- ## Diagnostics
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-
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- Expose:
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-
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- ```text
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- each authored wave band
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- displaced position and analytic normal
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- normal-only versus displaced comparison
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- derivative attenuation per micro band
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- crest metric before noise
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- Fresnel and side classification
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- raw refraction UV and validity
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- fallback path length and transmittance
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- reflection, body scatter, glint, and foam separately
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- distance haze/opacity
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- CPU versus GPU surface height at camera position
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- ```