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Module water_runtime

Module water_runtime 

Source
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Scene-side water surface: one transparent proxy sphere per planet driving the analytic water_surface.gdshader.

The proxy mesh is geometry-irrelevant — the shader computes the true smooth sea-level sphere analytically. The proxy just needs to over-cover that sphere’s silhouette, so a low-segment SphereMesh at water_radius * margin is plenty. Per-frame we push the planet center, the live water_radius (recomputed from the builder’s water level), the sun direction, and the look uniforms (all sourced from the active CesBuilder).

Structs§

WaterParams
Tunable look params pushed to the water material each frame (read from the active builder’s water exports; the rest use the shader’s own defaults).
WaterRuntime