threejs-worldgen
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    Function createCityUniforms

    • Creates the uniforms shared by a city's facade, roof and road materials. City drives them from its options; read or tweak them directly for custom effects.

      Returns {
          centerLine: UniformNode<"color", Color>;
          concrete: UniformNode<"color", Color>;
          frame: UniformNode<"color", Color>;
          glass: UniformNode<"color", Color>;
          kerb: UniformNode<"color", Color>;
          lightIntensity: UniformNode<"float", number>;
          marking: UniformNode<"color", Color>;
          markings: UniformNode<"float", number>;
          night: UniformNode<"float", number>;
          patternScale: UniformNode<"float", number>;
          roadColors: UniformArrayNode<string>;
          roadWeather: UniformNode<"vec4", Vector4>;
          roofWeather: UniformNode<"vec4", Vector4>;
          sidewalk: UniformNode<"color", Color>;
          wallWeather: UniformNode<"vec4", Vector4>;
          wear: UniformNode<"float", number>;
          windowA: UniformArrayNode<string>;
          windowB: UniformArrayNode<string>;
          windowLight: UniformNode<"color", Color>;
      }

      • centerLine: UniformNode<"color", Color>

        Arterial centre line colour.

      • concrete: UniformNode<"color", Color>

        Bridge concrete colour.

      • frame: UniformNode<"color", Color>

        Window frame colour.

      • glass: UniformNode<"color", Color>

        Window glass colour.

      • kerb: UniformNode<"color", Color>

        Kerb colour.

      • lightIntensity: UniformNode<"float", number>

        Lit window brightness.

      • marking: UniformNode<"color", Color>

        Lane marking colour.

      • markings: UniformNode<"float", number>

        1 = paint markings, 0 = none.

      • night: UniformNode<"float", number>

        0 = day, 1 = night: lit windows glow.

      • patternScale: UniformNode<"float", number>

        Pattern size multiplier (bricks, planks, tiles).

      • roadColors: UniformArrayNode<string>

        Road base colour per surface (asphalt, cobblestone, gravel, dirt).

      • roadWeather: UniformNode<"vec4", Vector4>

        Road weather: wetness, snow, burn, damage.

      • roofWeather: UniformNode<"vec4", Vector4>

        Roof weather: wetness, snow, burn, damage.

      • sidewalk: UniformNode<"color", Color>

        Sidewalk colour.

      • wallWeather: UniformNode<"vec4", Vector4>

        Wall weather: wetness, snow, burn, damage.

      • wear: UniformNode<"float", number>

        Road wear 0..1.

      • windowA: UniformArrayNode<string>

        Per building style: bay width, window width, window height, sill.

      • windowB: UniformArrayNode<string>

        Per building style: frame width, lit share, floor height, unused.

      • windowLight: UniformNode<"color", Color>

        Lit window colour.