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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---
name: tinyworld-shader-fx
description: 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.
---
# 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` / `sandMatLowPoly` ShaderMaterials.
- **Water:** `engine/landscape/water.js` — the animated reflective ocean plane.
- These two files `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.
- The ocean `time` + `cameraPos` uniforms are advanced in `LandscapeEngine.update()`.
- **Voxel-world waterfalls/flow** are separate: `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.
## 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-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.
- Voxel water: injected in **`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.
- Planar reflection capture: `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`.
- Landscape ocean: `uEnhance` uniform in `water.js` scales foam/sheen/subsurface and the
material samples the same planar reflection uniforms.
- On toggle: `refreshWaterShaderMaterials()` (clears `waterFlowMaterialCache`, resets the
base materials) then `rebuildTerrainRender()`; the handler also sets the live landscape
`uEnhance`. Waterfalls are untouched (separate shaders).
- The water albedo texture named `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.
## 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; 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.
### 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 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.
- 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'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`.
- Keep fragment shaders compatible with the app's WebGLRenderer path: use
`gl_FragColor`, constant-bound `for` loops, and `cameraPosition`
(auto-injected) in ShaderMaterial.
- Don't convert the existing chimney-smoke `MeshBasicMaterial` pipeline to a
ShaderMaterial — it's cached/cloned by `getCachedParticleMaterial`. Use
`makeSmokeMaterial` for new emitters instead.