fix: stabilize water depth and rounded mask

This commit is contained in:
Tom Boullay
2026-05-26 22:56:50 +02:00
parent 1c27d55e5a
commit d6d3d5b685
9 changed files with 126 additions and 8 deletions
+2
View File
@@ -5,6 +5,7 @@ import {
PLAYER_SPAWN_POSITION_PHYSICS,
} from "@/data/player/playerConfig";
import { useCameraMode } from "@/hooks/debug/useCameraMode";
import { useEnvironmentDebug } from "@/hooks/debug/useEnvironmentDebug";
import { useMapPerformanceDebug } from "@/hooks/debug/useMapPerformanceDebug";
import { useSceneMode } from "@/hooks/debug/useSceneMode";
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
@@ -36,6 +37,7 @@ interface WorldProps {
}
export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
useEnvironmentDebug();
useMapPerformanceDebug();
const cameraMode = useCameraMode();
+22 -4
View File
@@ -1,8 +1,10 @@
import { useMemo, useRef } from "react";
import * as THREE from "three";
import { useFrame } from "@react-three/fiber";
import { getWindVector } from "@/data/world/windConfig";
import { WATER_SHADER_CONFIG } from "@/data/world/waterConfig";
import type { WaterSurfaceConfig } from "@/data/world/waterConfig";
import { useWind } from "@/hooks/world/useWind";
import {
WATER_FRAGMENT_SHADER,
WATER_VERTEX_SHADER,
@@ -15,6 +17,7 @@ export function WaterSurface({
size,
}: WaterSurfaceConfig): React.JSX.Element {
const materialRef = useRef<THREE.ShaderMaterial>(null);
const wind = useWind();
const uniforms = useMemo(
() => ({
uTime: { value: 0 },
@@ -28,6 +31,8 @@ export function WaterSurface({
uNoiseScale: { value: WATER_SHADER_CONFIG.noiseScale },
uNoiseFlowSpeed: { value: WATER_SHADER_CONFIG.noiseFlowSpeed },
uDistortAmount: { value: WATER_SHADER_CONFIG.distortAmount },
uBorderRadius: { value: WATER_SHADER_CONFIG.borderRadius },
uBorderSoftness: { value: WATER_SHADER_CONFIG.borderSoftness },
uDeepColor: { value: new THREE.Color(WATER_SHADER_CONFIG.deepColor) },
uMidColor: { value: new THREE.Color(WATER_SHADER_CONFIG.midColor) },
uMidPos: { value: WATER_SHADER_CONFIG.midPos },
@@ -41,15 +46,28 @@ export function WaterSurface({
);
useFrame(({ clock }) => {
const uniform = materialRef.current?.uniforms.uTime;
if (uniform) {
uniform.value = clock.getElapsedTime();
const material = materialRef.current;
if (!material) return;
const windVector = getWindVector(wind);
const { uFlowX, uFlowZ, uNoiseScale, uTime } = material.uniforms;
if (uTime) uTime.value = clock.getElapsedTime();
if (uFlowX) uFlowX.value = WATER_SHADER_CONFIG.flowX + windVector.x;
if (uFlowZ) uFlowZ.value = WATER_SHADER_CONFIG.flowZ + windVector.z;
if (uNoiseScale) {
uNoiseScale.value = WATER_SHADER_CONFIG.noiseScale * wind.noiseScale;
}
});
return (
<mesh
position={position}
position={[
position[0],
position[1] + WATER_SHADER_CONFIG.depthOffset,
position[2],
]}
rotation={[-Math.PI / 2 + rotation[0], rotation[1], rotation[2]]}
renderOrder={renderOrder}
>
+19
View File
@@ -1,7 +1,9 @@
export const WATER_VERTEX_SHADER = /* glsl */ `
varying vec2 vUv;
varying vec2 vWorldPos;
void main() {
vUv = uv;
vec4 worldPosition = modelMatrix * vec4(position, 1.0);
vWorldPos = worldPosition.xz;
gl_Position = projectionMatrix * viewMatrix * worldPosition;
@@ -20,6 +22,8 @@ export const WATER_FRAGMENT_SHADER = /* glsl */ `
uniform float uNoiseScale;
uniform float uNoiseFlowSpeed;
uniform float uDistortAmount;
uniform float uBorderRadius;
uniform float uBorderSoftness;
uniform vec3 uDeepColor;
uniform vec3 uMidColor;
uniform float uMidPos;
@@ -27,8 +31,18 @@ export const WATER_FRAGMENT_SHADER = /* glsl */ `
uniform float uOpacity;
uniform float uDeepOpacity;
varying vec2 vUv;
varying vec2 vWorldPos;
float roundedBoxMask(vec2 uv, float radius, float softness) {
vec2 centeredUv = uv * 2.0 - 1.0;
vec2 boxSize = vec2(1.0 - radius);
vec2 distanceToEdge = abs(centeredUv) - boxSize;
float outsideDistance = length(max(distanceToEdge, 0.0)) - radius;
return 1.0 - smoothstep(-softness, softness, outsideDistance);
}
vec2 hash2(vec2 p) {
p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
return fract(sin(p) * 43758.5453);
@@ -126,6 +140,11 @@ export const WATER_FRAGMENT_SHADER = /* glsl */ `
inSecondSegment
);
float alpha = mix(uDeepOpacity, 1.0, ramp) * uOpacity;
alpha *= roundedBoxMask(vUv, uBorderRadius, uBorderSoftness);
if (alpha < 0.01) {
discard;
}
gl_FragColor = vec4(color, alpha);
}