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eulerjs API / @eulerjs/marine/webgpu / GpuWaveFieldsOptions

GpuWaveFieldsOptions ​

Defined in: packages/marine/src/webgpu/GpuWaveFields.ts:12

Properties ​

PropertyTypeDescriptionDefined in
foamBias?numberFoam grows where a patch's surface bunches up past this, a Jacobian of its sideways motion, as fast as it is bunched past it: only the steepest crests reach it. (Acerola's foam bias, for a sea less choppy than his.) Defaults to 0.68.packages/marine/src/webgpu/GpuWaveFields.ts:25
foamDecay?numberHow fast foam fades, a second: it falls to a third in a second over this. Defaults to 1.8.packages/marine/src/webgpu/GpuWaveFields.ts:29
foamGrowth?numberHow fast foam grows, a second, for each unit the surface is bunched up past the bias. Defaults to 15.packages/marine/src/webgpu/GpuWaveFields.ts:27
foamPeakLift?numberHow much sooner foam forms on a crest: the bias lifted by this much where a patch's surface stands highest. Crests are where the surface bunches up, so this foams the peaks and leaves the faces and troughs clear. Defaults to 0: the default sea's crests foam enough as they are.packages/marine/src/webgpu/GpuWaveFields.ts:35
foamSmallestPatch?numberPatches smaller than this, in metres, make no foam: waves so short bunch the surface up a little everywhere, a faint foam all over. Defaults to 5.packages/marine/src/webgpu/GpuWaveFields.ts:37
precision?"single" | "half"What the transform works in: 'single' precision floats, off from the physics' waves by a few hundred-thousandths of their size, or 'half', which halves the memory each pass reads and writes (about a third less time on the GPU) but is off by up to a few percent: noise in the slopes of the shortest waves, blotchy close up. Defaults to 'single'.packages/marine/src/webgpu/GpuWaveFields.ts:19

Released under the MIT License.