Taos API Reference
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    Class OceanPass

    Hierarchy (View Summary)

    • Pass<OceanPassDeps, OceanPassOutputs>
      • OceanPass
    Index

    Properties

    name: "OceanPass" = 'OceanPass'

    Human-readable identifier used in graph node labels and error messages.

    Accessors

    Methods

    • Set the dynamic-sim region the surface shader should sample. simSize <= 0 disables the sample.

      Parameters

      • centerX: number
      • centerZ: number
      • simSize: number
      • strength: number = 1.0

      Returns void

    • Set the FFT-spectrum sim's tile size + strength. The vertex shader samples in world XZ / tileSize (with wrap addressing) and adds the result to the surface height. strength <= 0 disables the sample.

      Parameters

      • tileSize: number
      • strength: number

      Returns void

    • Analytical seafloor Y (constant, world units). The fragment shader combines this with the rendered scene depth so depth fog reaches true deep-water blue out at the horizon even when no terrain is below the ocean.

      Parameters

      • y: number

      Returns void

    • Toggle the wireframe overlay over the surface — shows the LOD chunk tessellation (grid + diagonals) so you can see how the Interior + Rings + CDLOD morph fit together.

      Parameters

      • on: boolean

      Returns void

    • Configure shallow-water wave attenuation around a circular shoal (e.g. an island). Waves shrink to flat toward the shore: the water depth at world distance d from (centerX, centerZ) is approximated as max(d − shoreRadius, 0) · depthSlope, and the wave displacement scales with smoothstep of that depth. Pass depthSlope <= 0 (the default) to disable. This is a single-shoal analytical approximation; a general seabed would sample a top-down depth cache instead.

      Parameters

      • centerX: number
      • centerZ: number
      • shoreRadius: number
      • depthSlope: number

      Returns void

    • Wire a reflection-probe cube view into the surface fragment's reflection sample. Pass null to fall back to the sky panorama. The view must have dimension: 'cube' — the caller is responsible for slicing a cube-array down to a single cube before passing it in.

      Parameters

      Returns void

    • Insert the pass into graph for one frame. Implementations call graph.addPass(name, type, b => { ... }) exactly once and use the supplied PassBuilder to declare reads, writes, transient resources, and the execute callback.

      Parameters

      • graph: RenderGraph

        Graph being built this frame.

      • deps: OceanPassDeps

        Pass-specific dependency record (handles, scene data, etc.).

      Returns OceanPassOutputs

      Pass-specific output record (typically a set of handles downstream passes will consume).