water.wgsl
Import path
Constants
NO_BED_DEPTH
#CAUSTIC_CELLS_PER_TILE
#CAUSTIC_FOCUS_GAIN
#CAUSTIC_DAYLIGHT_MIN_LUX
#CAUSTIC_REFERENCE_SUN_LUX
#CAUSTIC_LUMINANCE_WEIGHTS
#Functions
bed_water_depth
#blended_water_depth
#The bed map is world-static, so Crest’s cascade blending for SeaFloorDepth collapses to one lookup; only the shallow-attenuation cap remains.
caustic_bed_radiance
#Direct sunlight reaches the bed before Beer-Lambert mixing.
Water depth under the sea level from the game’s bed height map. Outside the mapped area (or with no map at all) the sample keeps the deep default, mirroring a full-depth capture texel.