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Introduce a dedicated water render pipeline with animated wave displacement and fresnel-based transparency. Water chunks in the MOBA terrain are now rendered with multi-octave sine waves, specular highlights, and view-angle dependent alpha, instead of the flat PBR material. Key changes: - Add elapsed_time field to SceneUniforms (Rust + all WGSL/Metal shaders) - Create water.wgsl shader with Gerstner-style wave displacement - Add water_pipeline to Renderer (alpha blend, depth read, no depth write) - Add is_water flag to DrawCommand for pipeline selection - Add WaterChunk marker component to tag water terrain entities - Partition draw commands into opaque/transparent/water categories - Wire up WaterChunk in dota_client terrain spawning and draw collection Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Summary
SceneUniformswithelapsed_timefield across all shader backends (WGSL, Metal MSL) for time-driven animationWaterChunkmarker component andis_waterflag onDrawCommandto route water terrain chunks through the water pipeline instead of the standard PBR pathTest plan
cargo check --workspace-- workspace compilescargo check -p euca-render --features metal-native-- Metal path compilescargo test --workspace-- all tests pass (including updated SceneUniforms size pin)cargo clippy --workspace -- -D warnings-- zero warningscargo fmt --all -- --check-- clean formattingcargo build -p euca-game --example dota_client --release-- MOBA buildscargo build -p euca-game --example dota_client --features metal-native --release-- MOBA Metal builds🤖 Generated with Claude Code