pointSlot.twinkleBrightness
The mote's brightness: a twinkle at freq cycles per second, blended in by params.twinkle (0 steady, 1 full shimmer), times a per-mote presence so some motes read nearer than others.
pointSlot.twinkleBrightness(
layout: {readonly $: {readonly params: {readonly time: number; readonly twinkle: number}}},
cfg: {freq: number},
): PointWorldSplatConfig['brightness']
Import sim from shaders/std and use sim.agentRender.pointSlot.twinkleBrightness.
Reads params.time.
Parameters
| Name | Type | Notes |
|---|---|---|
layout | {readonly $: {readonly params: {readonly time: number; readonly twinkle: number}}} | |
cfg | {freq: number} |
Example
brightness: pointSlot.twinkleBrightness(simLayout, {freq: 2})
See also
pointSlot.orbitalPlace— The mote's drawn position: its stored position plus a slow circle ofradius(canvas heights) atrateturns per second, both scaled byparams.randomnessand varied per mote.pointSlot.presenceRadius— The mote's size:params.bodyRscaled by the same per-mote presence as the brightness, so the motes that read nearer are bigger and brighter together.