THREE.JS / SHADER CONTRACT
Attributes can move a surface.
A deterministic per-vertex displacement attribute feeds the installed ShaderMaterial. The lab makes uniform amplitude, live buffer uploads, UV texture sampling, palette and repeat mutation, pause, sampling, reset, and teardown observable.
Ready—
Waiting for the custom attribute buffer.
- attribute
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- range / finite
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- uniforms
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- sample avg / p95
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The official water texture, randomized noise evolution, exact sphere density/presentation, device/compiler matrices, and whole-example fidelity remain separate boundaries. The frame-time sample is local preview evidence only.
Sources: ShaderMaterial · official custom attributes example