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75th procedural texture: N small water droplets at hash- derived (cx, cy, R) positions blended onto bg via radial brightness — bright at the drop center fading to bg at its edge. Where drops overlap they accumulate brighter (max-of-individual-contributions, not additive — so the result stays inside the [bg, drop] color range). Each drop gets a hash-derived radius in the [maxR/4, maxR] range so the surface has a natural mix of small and large droplets. Two-pass (compute brightness map, then write pixels) so overlap accumulation works correctly. Useful for morning-grass blades, wet-glass overlays, leaf surfaces after rain, magic-pool fizz, snake-fountain splash zones, dragon-breath-aftermath ground. |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||