fix: stabilize water depth and rounded mask
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@@ -1,8 +1,10 @@
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import { useMemo, useRef } from "react";
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import * as THREE from "three";
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import { useFrame } from "@react-three/fiber";
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import { getWindVector } from "@/data/world/windConfig";
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import { WATER_SHADER_CONFIG } from "@/data/world/waterConfig";
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import type { WaterSurfaceConfig } from "@/data/world/waterConfig";
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import { useWind } from "@/hooks/world/useWind";
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import {
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WATER_FRAGMENT_SHADER,
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WATER_VERTEX_SHADER,
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@@ -15,6 +17,7 @@ export function WaterSurface({
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size,
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}: WaterSurfaceConfig): React.JSX.Element {
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const materialRef = useRef<THREE.ShaderMaterial>(null);
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const wind = useWind();
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const uniforms = useMemo(
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() => ({
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uTime: { value: 0 },
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@@ -28,6 +31,8 @@ export function WaterSurface({
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uNoiseScale: { value: WATER_SHADER_CONFIG.noiseScale },
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uNoiseFlowSpeed: { value: WATER_SHADER_CONFIG.noiseFlowSpeed },
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uDistortAmount: { value: WATER_SHADER_CONFIG.distortAmount },
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uBorderRadius: { value: WATER_SHADER_CONFIG.borderRadius },
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uBorderSoftness: { value: WATER_SHADER_CONFIG.borderSoftness },
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uDeepColor: { value: new THREE.Color(WATER_SHADER_CONFIG.deepColor) },
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uMidColor: { value: new THREE.Color(WATER_SHADER_CONFIG.midColor) },
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uMidPos: { value: WATER_SHADER_CONFIG.midPos },
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@@ -41,15 +46,28 @@ export function WaterSurface({
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);
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useFrame(({ clock }) => {
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const uniform = materialRef.current?.uniforms.uTime;
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if (uniform) {
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uniform.value = clock.getElapsedTime();
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const material = materialRef.current;
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if (!material) return;
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const windVector = getWindVector(wind);
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const { uFlowX, uFlowZ, uNoiseScale, uTime } = material.uniforms;
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if (uTime) uTime.value = clock.getElapsedTime();
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if (uFlowX) uFlowX.value = WATER_SHADER_CONFIG.flowX + windVector.x;
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if (uFlowZ) uFlowZ.value = WATER_SHADER_CONFIG.flowZ + windVector.z;
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if (uNoiseScale) {
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uNoiseScale.value = WATER_SHADER_CONFIG.noiseScale * wind.noiseScale;
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}
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});
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return (
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<mesh
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position={position}
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position={[
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position[0],
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position[1] + WATER_SHADER_CONFIG.depthOffset,
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position[2],
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]}
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rotation={[-Math.PI / 2 + rotation[0], rotation[1], rotation[2]]}
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renderOrder={renderOrder}
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>
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