Builds the mist cloud for a set of falls as a single THREE.Points
geometry. Every particle is a seed plus its fall's parameters; the whole
animation (spawn point, ballistic arc, growth, fade) runs in the spray
material's vertex shader from one time uniform, so there is no per-frame CPU
cost and no CPU-side particle state to keep in sync with chunk streaming.
Attributes: position (the impact point), aSeed, aSite
(flow direction xz, channel half-width, drop height), and cellIndex for
fog-of-war. The bounding sphere is inflated to cover the shader's
displacement so frustum culling stays honest.
Builds the mist cloud for a set of falls as a single
THREE.Pointsgeometry. Every particle is a seed plus its fall's parameters; the whole animation (spawn point, ballistic arc, growth, fade) runs in the spray material's vertex shader from one time uniform, so there is no per-frame CPU cost and no CPU-side particle state to keep in sync with chunk streaming.Attributes:
position(the impact point),aSeed,aSite(flow direction xz, channel half-width, drop height), andcellIndexfor fog-of-war. The bounding sphere is inflated to cover the shader's displacement so frustum culling stays honest.