Water Shader Optimizations (Tab)
Skip gust/warp/caps when calm uStorm<0.1 (saves 4 vnoise2)
Single octave shimmer (saves 1 vnoise2)
Single froth sample, no ping-pong (saves 1 vnoise2)
Warp already baked in. Remaining: up to 6 vnoise2 calls saved per water fragment
HIGH WATER
LOWER NINTH WARD · NEW ORLEANS · USGS 1M LIDAR
starting WebGPU…
HIGH WATER
Lower Ninth Ward · New Orleans · USGS 1m LiDAR
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0.0 m
H
i
Current height of the water at the Gulf boundary
Gulf of Mexico · Storm Track
NO ACTIVE STORM
Tools
NAVIGATE
BUILD LEVEE
BREACH
View
ENABLE AR
×
Rain
Enable rain
Face
Model
Landmarks 478pt
Detector 6pt (fast)
Parallax
0.50
Smoothing
Frame-count
Time-based
Head floor
0.024
Head beta
30
Face rate
—
Head Tilt
Enable head tilt
Tilt gain
1.5
Tilt smoothing
Time-based
Frame-count
Tilt floor
0.024
Tilt beta
30
Head deadzone
0.02
Auto-turn rate
8.0
Hands
Gesture
Pinch
Grab
Navigation
Pin (orbit)
Pinch center
Forward / back
Hand floor
0.046
Hand beta
30
Pinch thresh
0.040
Release ms
50
Pinch ease-in
0s
0.05s
0.1s
0.15s
0.2s
0.25s
0.3s
0.35s
0.4s
0.45s
0.5s
Zoom gain
1.0
Turn gain
1.0
Glide gain
2.0
General
Substeps
6
Recenter head
Reset to defaults
Copy tuning JSON
Scenario
SIMULATE KATRINA
RESET
Hands
Twist
Spread
Z Push
Z Twist
Glide
Strafe
Head
Head