threejs-worldgen
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    Function createFishUniforms

    • Creates the uniforms of one species' fish material. The fauna classes create and drive these; the function is exported so FishUniforms is documented in full.

      Returns {
          back: UniformNode<"color", Color>;
          belly: UniformNode<"color", Color>;
          eye: UniformNode<"vec3", Vector3>;
          eyeColor: UniformNode<"color", Color>;
          fin: UniformNode<"color", Color>;
          mouth: UniformNode<"vec3", Vector3>;
          shade: UniformNode<"vec2", Vector2>;
          spotColor: UniformNode<"color", Color>;
          spots: UniformNode<"vec4", Vector4>;
          states: UniformNode<"vec4", Vector4>;
          stripeColor: UniformNode<"color", Color>;
          stripeRegion: UniformNode<"vec3", Vector3>;
          stripes: UniformNode<"vec4", Vector4>;
          surface: UniformNode<"vec3", Vector3>;
          swim: UniformNode<"vec3", Vector3>;
      }

      • back: UniformNode<"color", Color>

        Back colour.

      • belly: UniformNode<"color", Color>

        Belly colour.

      • eye: UniformNode<"vec3", Vector3>

        x = eye z, y = eye y, z = radius (mesh units).

      • eyeColor: UniformNode<"color", Color>

        Iris colour.

      • fin: UniformNode<"color", Color>

        Fin colour.

      • mouth: UniformNode<"vec3", Vector3>

        x = mouth line y, y = mouth length (in s), z = body depth.

      • shade: UniformNode<"vec2", Vector2>

        x = countershade, y = shade line.

      • spotColor: UniformNode<"color", Color>

        Spot colour.

      • spots: UniformNode<"vec4", Vector4>

        x = density, y = size, z = region min, w = region max.

      • states: UniformNode<"vec4", Vector4>

        x = wetness, y = snow, z = burn, w = damage.

      • stripeColor: UniformNode<"color", Color>

        Stripe colour.

      • stripeRegion: UniformNode<"vec3", Vector3>

        x = region min, y = region max, z = edge darkness.

      • stripes: UniformNode<"vec4", Vector4>

        x = count, y = width, z = direction, w = wobble.

      • surface: UniformNode<"vec3", Vector3>

        x = iridescence, y = metalness, z = roughness.

      • swim: UniformNode<"vec3", Vector3>

        x = amplitude, y = wave number (rad per body length), z = fin flutter.