hex-world
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    Function createWaterfallSprayMaterial

    • Mist rising off the point where a waterfall lands, plus a thinner veil clinging to the sheet itself. Puffs are born small and fairly solid and swell as they thin, wandering on turbulence rather than following a trajectory — they are not thrown, so there is no arc and no gravity term. Drawn as THREE.Points over the geometry from buildWaterfallSprayGeometry; every particle's motion is computed in this vertex shader from uTime, so the CPU cost per frame is one uniform write no matter how many falls are on screen.

      Depth-tested (a ridge in front of the fall occludes its mist) but never depth-writing, so particles composite against each other without popping.

      Parameters

      Returns ShaderMaterial