水の shader
反射と屈折のある透明な水面
水底の歪みと水面のハイライトを表現する
入力する内容
要求する出力
既存リポジトリに組み込んだ再利用可能なコンポーネントと設定、必要なスタイルまたはシェーダー、実行可能なデモ、変更ファイル一覧、検証結果と既知の制約
原本のモデル方針 · 実行したモデルではありません
model-agnostic coding agent
原本の利用メモ
- 画像ではなく、既存コードベースで実装を行う開発エージェント向けプロンプト。
入力を反映したプロンプト
初期値を反映しています。このプロンプトは実行していません。
再利用する原文プロンプト
Implement a Three.js water demonstration for {{scene}} with readable {{objects}} beneath the surface. Create restrained reflection and refraction cues, wavelength-scale normal distortion, depth-dependent tint and Fresnel blending. Choose between a lightweight environment-map approximation and a render-target approach based on the existing stack and performance budget. Describe the tradeoff rather than presenting screen-space approximations as physically exact water. Expose roughness, distortion strength, tint and opacity or transmission controls appropriate to the selected material. Keep submerged objects recognizable and prevent feedback loops when rendering reflection or refraction textures.
Implementation constraints:
First inspect the existing repository and installed versions. Reuse its routing, styling, build tools and dependency conventions. Use React Three Fiber only if the project already uses it or the integration is clearly justified; otherwise use the existing Three.js integration or a minimal isolated component. Do not assume version-specific APIs: check the installed package documentation and types. Do not change unrelated pages or silently replace the application architecture. Explain any required new dependency before adding it. Dispose GPU resources, remove event listeners and stop rendering when the component is not visible. Respect prefers-reduced-motion and provide a readable non-WebGL fallback. Keep links and controls in accessible HTML above the canvas. Return the changed files, configuration knobs, tests performed and known limitations.
Acceptance criteria:
- A comparison toggle or developer control makes the distortion and Fresnel effect observable.
- Rendering does not recursively sample its own active output target.
- No major black edges, transparency-order glitches or disappearing underwater objects appear at supported camera angles.
- Provide a cheaper fallback when render targets or required capabilities are unavailable.
- Record GPU resource sizes and measured frame time for the final quality presets.要求する確認事項 · 未実施
- A comparison toggle or developer control makes the distortion and Fresnel effect observable.
- Rendering does not recursively sample its own active output target.
- No major black edges, transparency-order glitches or disappearing underwater objects appear at supported camera angles.
- Provide a cheaper fallback when render targets or required capabilities are unavailable.
- Record GPU resource sizes and measured frame time for the final quality presets.
実行記録
テンプレート記録を保存 ↓出典と原本の保存
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