Water (Enhanced/High; Classic stays byte-identical to upstream):
- the enhanced water now lives in its own WGSL library, benilla::enhanced_water
(enhanced_water.wgsl), with its own bindings 103-106; upstream liquid.wgsl
keeps three small hooks only
- depth look: per-channel extinction over the real path through the water,
refraction of an opaque-colour copy bent by the waves (samples landing on
anything in front of the water are refused via the scene depth), caustic
web on sunlit shallow beds
- High: screen-space reflection of the scenery (bisected march against the
scene depth)
- the module fogs its own surface terms only (the refracted/reflected scene is
already fogged); depth+colour copies run both-or-neither
- credits: portions derived from WarcraftXL wxl-experimental-water by
iThorgrim, used with permission (WATER.md)
Volumetric fog (Advanced Graphics -> Volumetric Fog: Off/Low/High, cvar
volumetricFog, env WOW_VOLFOG): own fullscreen pass after the main pass,
near-field haze converging on the zone fog colour, denser at dawn and in
weather, faint indoors, plus sun/moon light shafts from the shadow map.
Tests: addon-harness oracle fixtures no longer require unix symlinks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Water (Enhanced/High only; Classic stays byte-identical to upstream):
- scene depth resolved after the main opaque pass and bound to liquids
(liquid/scene_depth.rs, water_depth.rs)
- procedural multi-band waves with analytic normals; long ocean swell moves
vertices, mirrored on the CPU (liquid/waves.rs)
- separate ocean and inland profiles; depth-driven colour and soft edge
- Fresnel sky reflection, sun path, moon path, point-light glints
- beach surf driven by the shore wave phase: continuous front, dissolving
lace, swash sheet; only where the authored sea bed is shallow, so sunken
objects never foam; thin bed clutter (grass, reeds) ignored for contact foam
- swimmers: wake foam, treading rings, visual-only bob with the swell
- river flow effect tried and removed at the owner's request
Lava: magma surfaces emit warm point lights through the lighting module
(lighting/lava_light.rs, lavaLightGain).
Options: Water Quality + Lava Glow rows (EN, RU strings prepared).
Docs: WATER.md. Credits: design reference WarcraftXL wxl-experimental-water,
author iThorgrim (reuse permitted with attribution).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>