tinyworld-shader-fx
DevelopmentUse 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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Tiny World Shader FX
Where the shaders live and how to extend them without breaking the guarded build.
Authoritative shader files
- Terrain:
engine/landscape/shaders.js—SAND_VS,SAND_FS,LOWPOLY_FS- the
sandMat/sandMatLowPolyShaderMaterials.
- the
- Water:
engine/landscape/water.js— the animated reflective ocean plane. - These two files
Object.assign(LandscapeEngine.prototype, {...})afterLandscapeEngine.jsdefines the class, so they override the inline_initSharedShaders/_initWatercopies still present inLandscapeEngine.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. - The ocean
time+cameraPosuniforms are advanced inLandscapeEngine.update(). - Voxel-world waterfalls/flow are separate:
engine/world/05-tile-factory.js(getWaterfallCurtainMaterial,getWaterfallSurfaceMaterial, foam puffs) driven byupdateWaterfallEffects(t)/tickWaterTextureFlow(dt)in the animation loop.check.jsguards these names — keep them.
Ocean water shader (engine/landscape/water.js)
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.
Enhanced water surfaces ("Enhanced water" toggle)
The default-visible water is voxel tiles (M.water/M.waterDk, Lambert), not
the landscape ocean. A Settings toggle upgrades water everywhere:
- Setting:
render-enhanced-watercheckbox (HTML, Environment panel) ↔renderEnhancedWaterglobal (01-render-core.js, default on) ↔tinyworld:render:enhancedWater. Wired in21-object-transform-voxel-build.js(el ref, listener loop,applyFromControls,persistSettings,syncControls) exactly like theplanesEnabledtoggle. New key, noRENDER_SETTINGS_VERSIONbump. - Voxel water: injected in
applyFlowingWaterUVs(04-textures.js) — the singleonBeforeCompilechokepoint 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 byvTwWaterNrm.yso sides stay calm. The refractive sampler must use the derived world-flow UV (vTwWaterSurfaceUv/ the same coordinates assigned tovMapUv), not raw meshvUv. SharedwaterShaderTimeUniformadvanced intickWaterTextureFlow.customProgramCacheKeyis 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. - Planar reflection capture:
twWaterReflectionCapture()in01-render-core.jsrenders the scene from a mirrored camera intotw-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 withmaterial.userData.twWaterReflective. - Landscape ocean:
uEnhanceuniform inwater.jsscales foam/sheen/subsurface and the material samples the same planar reflection uniforms. - On toggle:
refreshWaterShaderMaterials()(clearswaterFlowMaterialCache, resets the base materials) thenrebuildTerrainRender(); the handler also sets the live landscapeuEnhance. Waterfalls are untouched (separate shaders). - The water albedo texture named
ripplesis 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.
TinyShaderFX library (engine/world/45-shader-fx.js)
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; driveuAge0→1.makeExplosionMaterial(opts)— fireball; driveuProgress0→1 and scale the mesh.applyWear(material, opts)— patches any stock Lambert/Standard/Phong/Basic material with procedural grime/cracks/scuffs viaonBeforeCompile(anchors on<project_vertex>and<dithering_fragment>, present in every stock template). Returns the material with asetWear(amount)helper.
Frame ticking
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().
Shared GLSL
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.
Demo
?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.
Guard / gotchas
- New
engine/**files are auto-collected bycheck.js(per-filenew Functionsyntax check + cross-file duplicate-decl scan) and copied todist/bypublish.sh— no extra wiring beyond the<script src>tag in the HTML. - ShaderMaterial fragments need
#include <colorspace_fragment>at the end to match the app's r185 output color space (the waterfall + FX materials all do this). - When patching stock materials that sample
material.map, write map UVs to r185'svMapUv(guarded by#ifdef USE_MAP), not the old genericvUv.vUvonly exists whenUSE_UVis defined; map sampling uses<map_fragment>→vMapUv. - Keep fragment shaders compatible with the app's WebGLRenderer path: use
gl_FragColor, constant-boundforloops, andcameraPosition(auto-injected) in ShaderMaterial. - Don't convert the existing chimney-smoke
MeshBasicMaterialpipeline to a ShaderMaterial — it's cached/cloned bygetCachedParticleMaterial. UsemakeSmokeMaterialfor new emitters instead.