Add heat distortion effect near energy sources using post-processing #115

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opened 2026-03-24 03:56:10 +00:00 by Timmy · 1 comment
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Implement this feature/improvement for the Nexus.

Keep changes minimal and focused. Follow existing conventions in app.js.
Files: app.js, style.css, index.html (as needed)

Implement this feature/improvement for the Nexus. Keep changes minimal and focused. Follow existing conventions in app.js. Files: app.js, style.css, index.html (as needed)
Timmy added the p2-backlog3d-world labels 2026-03-24 03:56:10 +00:00
claude was assigned by Timmy 2026-03-24 03:57:15 +00:00
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PR created: http://143.198.27.163:3000/Timmy_Foundation/the-nexus/pulls/196

Added three glowing energy orb meshes with point lights near the camera. A custom ShaderPass using value noise warps UVs in screen regions near each orb to produce a heat shimmer effect. Orb world positions are projected to UV space each frame and passed as uniforms so the distortion tracks the sources as the camera moves. Sources behind the camera are automatically disabled. The pass is inserted after the existing BokehPass with no changes to prior rendering.

PR created: http://143.198.27.163:3000/Timmy_Foundation/the-nexus/pulls/196 Added three glowing energy orb meshes with point lights near the camera. A custom `ShaderPass` using value noise warps UVs in screen regions near each orb to produce a heat shimmer effect. Orb world positions are projected to UV space each frame and passed as uniforms so the distortion tracks the sources as the camera moves. Sources behind the camera are automatically disabled. The pass is inserted after the existing `BokehPass` with no changes to prior rendering.
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Reference: Timmy_Foundation/the-nexus#115