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gamedev-the-steward/world/jajce/materials/waterfall.gdshader
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admin 22613a445e WIP: feat(scene) integrate beauty pass — shader water, building blockouts, wind, smoke, 6 textures
- Add 3 missing Terrain3D textures: Dirt Path (id=3), Riverbank Stone (id=4),
  Compacted Ground (id=5) with procedural albedo PNGs + generate tool
- Replace greybox river BoxMesh with animated vertex-displacement water shader
- Replace greybox waterfall BoxMesh with scrolling-UV waterfall shader
- Add WaterfallMist GPUParticles3D with upward drift and alpha fade
- Add wind vertex shader for tree canopies (sin-based, height-weighted sway)
- Replace StylizedTree.tscn with script-driven procedural tree supporting
  3 canopy color variants and position-based randomization
- Replace greybox house boxes with StylizedHouse (walls + pitched roof + door)
- Replace mill box with StylizedMill (body + roof + water wheel cylinder)
- Replace fortress box with FortressBlockout (keep + parapet + corner turret)
- Replace bridge box with BridgeBlockout (deck + pillar supports)
- Add ChimneySmoke GPUParticles3D on each house roof
- Height-snap buildings (fortress + village) to terrain surface in _ready()
- Update JajceWorld.tscn: remove all greybox landmark sub-resources, instance
  new scenes, keep terrain/navigation/sky/fog as-is
- Update scaffold test for new scene structure and beauty elements
2026-07-05 20:10:45 +02:00

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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
uniform float scroll_speed : hint_range(0.0, 5.0) = 2.0;
void vertex() {
}
void fragment() {
vec2 uv = UV;
uv.y += TIME * scroll_speed;
float pattern = fract(uv.y * 4.0);
pattern = smoothstep(0.3, 0.7, pattern);
pattern = mix(0.4, 1.0, pattern);
vec3 base_color = mix(vec3(0.6, 0.85, 0.9), vec3(1.0, 1.0, 1.0), pattern);
ALBEDO = base_color;
ALPHA = mix(0.3, 0.7, pattern);
EMISSION = vec3(0.36, 0.52, 0.54) * 0.35 * pattern;
METALLIC = 0.0;
ROUGHNESS = 0.2;
}