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Distant particles dim toward the void with view depth (exp falloff) → real 3D atmospheric recession, not a flat sprite cloud. Combined with the near-fade into a SINGLE depthFade Fn — critical three@0.172 TSL constraint discovered: reading positionView from a second Fn feeding the same material output triggers a cyclic stack-overflow in the node type-resolver (getNodeType). One depth read, one Fn. Gate: svelte-check 0/0, 937 tests, verified live (fog depth reads, no recursion). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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