y = 0. To transform this primitive plane into organic mountains and valleys, I implemented spatial noise functions evaluated directly in the Vertex Shader.fn fresnelSchlick(cosTheta: f32, F0: vec3<f32>) -> vec3<f32> {
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}Posted Apr 26, 2026
Developed procedural terrain engine using WebGPU for infinite topology and realistic water physics.
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