From f0a0e188fc0136943805d6a07aeea6032d689311 Mon Sep 17 00:00:00 2001 From: neru <152752583+neeeruuu@users.noreply.github.com> Date: Fri, 2 Jan 2026 03:51:45 -0300 Subject: [PATCH] style: misc cleanup --- src/app/page.tsx | 32 +------------------------------- src/app/shaders/grass.frag | 5 ----- 2 files changed, 1 insertion(+), 36 deletions(-) diff --git a/src/app/page.tsx b/src/app/page.tsx index 10197e5..094a7a5 100644 --- a/src/app/page.tsx +++ b/src/app/page.tsx @@ -614,23 +614,6 @@ const SealCube = forwardRef((props, ref) => { SealCube.displayName = 'SealCube'; export default function Home() { - // const { chunks, chunkSize, chunkRes, terrainScale, hillScale, hillHeight, detailScale, detailHeight, wireframe, grassCount, grassSize, grassLOD } = useControls( - // { - // chunks: 8, - // chunkSize: 10, - // chunkRes: { value: 8, min: 2, max: 64, step: 1 }, - // terrainScale: 1, - // hillScale: 0.1, - // hillHeight: 6.0, - // detailScale: 1.0, - // detailHeight: 0.1, - // wireframe: false, - // grassCount: { value: 6000, min: 0, max: 10000, step: 100 }, - // grassSize: { value: 0.6, min: 0.01, max: 1.0, step: 0.01 }, - // grassLOD: { value: 40, min: 10, max: 100, step: 5, label: 'Grass LOD Distance' }, - // } - // ); - const [sealMesh, setSealMesh] = useState(null); return ( @@ -651,20 +634,7 @@ export default function Home() { /> - {/* {sealMesh ? ( - - ) : ( - <> - )} */} + diff --git a/src/app/shaders/grass.frag b/src/app/shaders/grass.frag index 831e544..ca346d9 100644 --- a/src/app/shaders/grass.frag +++ b/src/app/shaders/grass.frag @@ -1,17 +1,12 @@ -// Fake Ambient Occlusion -// Darken root (vGrassUv.y near 0) substantially float ao = smoothstep(0.0, 0.4, vGrassUv.y); ao = mix(0.2, 1.0, ao); // Roots are 20% brightness -// Base mixing vec3 rootColor = diffuseColor.rgb * 0.4; vec3 tipColor = diffuseColor.rgb * 1.3 + vec3(0.1, 0.1, 0.0); vec3 grassColor = mix(rootColor, tipColor, vGrassUv.y); grassColor *= ao; -// Fake Translucency / Backlighting (Simple rim light effect) -// Simulating light passing through blades float translucency = pow(vGrassUv.y, 2.0) * 0.5; grassColor += vec3(0.1, 0.2, 0.0) * translucency;