component
Lake
Procedural animated-shader water surface (no textures); place its surface at or below ground level.
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Add it
npx @runek/cli add lake
Pulls @react-three/fiber@^9.6.1, @runek/core@^0.15.0, three@^0.184.0.
Use it
import { Lake } from './runek/Lake'
<Lake position={[0, 0, 0]} />
Or as a node in a world file (worlds as data):
{ "type": "Lake", "props": { "position": [0, 0, 0] } }
Props
| Prop | Type | Default | Description |
|---|---|---|---|
position |
[x, y, z] |
Position [x, y, z] in units (1 unit = 1 m, Y-up). | |
rotation |
[x, y, z] |
[0, 0, 0] |
Euler rotation [x, y, z] in radians. |
seed |
number |
Accepted for the component contract; this component has no seeded variation yet. | |
size |
[number, number] |
[20, 20] |
Water surface [width, depth], in units. |
colorDeep |
color |
palette waterDeep |
Defaults to the world palette’s waterDeep slot. |
colorShallow |
color |
palette waterShallow |
Defaults to the world palette’s waterShallow slot. |
sunPosition |
[x, y, z] |
[80, 30, 40] |
Direction the sun glint comes from; pair with your Sky’s sunPosition. |
waveHeight |
number |
0.12 |
|
waveSpeed |
number |
1 |
|
segments |
number |
64 |
Registry manifest
registry manifest /r/components/lake.json Self-contained JSON: inlined source plus resolved dependencies, exactly whatrunek add lake fetches.
Browse the whole catalog in the gallery →.
Source (2 files)
Lake.tsx
import { useFrame } from '@react-three/fiber'
import { useWorld, type Vec3 } from '@runek/core'
import { useMemo, useRef } from 'react'
import * as THREE from 'three'
import { lakeSurface } from './surfaces/lake'
export interface LakeProps {
position?: Vec3
rotation?: Vec3
/** Accepted for the component contract; this component has no seeded variation yet. */
seed?: number
/** Water surface `[width, depth]`, in units. */
size?: [number, number]
/** Defaults to the world palette's `waterDeep` slot. */
colorDeep?: string
/** Defaults to the world palette's `waterShallow` slot. */
colorShallow?: string
/** Direction the sun glint comes from; pair with your Sky's `sunPosition`. */
sunPosition?: Vec3
waveHeight?: number
waveSpeed?: number
segments?: number
}
const VERTEX = /* glsl */ `
uniform float uTime;
uniform float uWaveHeight;
uniform float uWaveSpeed;
varying vec3 vWorldPos;
varying vec3 vNormal;
varying float vWave;
float waveH(vec2 q, float t) {
float w1 = sin(q.x * 0.6 + t) * cos(q.y * 0.4 + t * 0.8);
float w2 = sin(q.x * 0.2 - t * 0.7) * sin(q.y * 0.8 + t);
float w3 = sin((q.x + q.y) * 1.5 + t * 1.6) * 0.25;
return (w1 + w2 + w3) * 0.5;
}
void main() {
float t = uTime * uWaveSpeed;
vec3 p = position;
float h = waveH(p.xy, t);
vWave = h;
p.z += h * uWaveHeight;
// finite-difference normal so the light reacts to the waves
float eps = 0.35;
float hx = waveH(position.xy + vec2(eps, 0.0), t);
float hy = waveH(position.xy + vec2(0.0, eps), t);
vec3 n = normalize(vec3(-(hx - h) * uWaveHeight / eps, -(hy - h) * uWaveHeight / eps, 1.0));
vNormal = normalize(mat3(modelMatrix) * n);
vWorldPos = (modelMatrix * vec4(p, 1.0)).xyz;
gl_Position = projectionMatrix * viewMatrix * vec4(vWorldPos, 1.0);
}
`
const FRAGMENT = /* glsl */ `
uniform vec3 uColorDeep;
uniform vec3 uColorShallow;
uniform vec3 uSunDir;
varying vec3 vWorldPos;
varying vec3 vNormal;
varying float vWave;
void main() {
vec3 n = normalize(vNormal);
vec3 viewDir = normalize(cameraPosition - vWorldPos);
float m = smoothstep(-1.0, 1.0, vWave);
vec3 col = mix(uColorDeep, uColorShallow, m);
// sky tint at grazing angles
float fresnel = pow(1.0 - max(dot(n, viewDir), 0.0), 3.0);
col = mix(col, vec3(0.62, 0.78, 0.9), fresnel * 0.55);
// sun glint
vec3 r = reflect(-uSunDir, n);
float glint = pow(max(dot(r, viewDir), 0.0), 70.0);
col += vec3(1.0, 0.95, 0.85) * glint * 0.7;
// crest brighten, as before
col += pow(max(m - 0.6, 0.0), 2.0) * 0.4;
gl_FragColor = vec4(col, 0.78 + fresnel * 0.18);
}
`
/** Procedural animated water (no textures), decorative (no collider). The local
* origin is the water surface: place it at or below the surrounding ground so it
* fills a depression rather than floating (CONTRACT §10). */
export function Lake({
position,
rotation = [0, 0, 0],
size = [20, 20],
colorDeep,
colorShallow,
sunPosition = [80, 30, 40],
waveHeight = 0.12,
waveSpeed = 1,
segments = 64,
}: LakeProps) {
const { unit, palette, ground } = useWorld()
const deep = colorDeep ?? palette.waterDeep
const shallow = colorShallow ?? palette.waterShallow
// Surface sits at the world ground baseline by default; explicit position wins.
const pos = position ?? [0, ground, 0]
const w = size[0] * unit
const d = size[1] * unit
const matRef = useRef<THREE.ShaderMaterial>(null)
const uniforms = useMemo(
() => ({
uTime: { value: 0 },
uWaveHeight: { value: waveHeight * unit },
uWaveSpeed: { value: waveSpeed },
uColorDeep: { value: new THREE.Color(deep) },
uColorShallow: { value: new THREE.Color(shallow) },
uSunDir: { value: new THREE.Vector3(...sunPosition).normalize() },
}),
[waveHeight, waveSpeed, deep, shallow, sunPosition, unit],
)
useFrame((_, delta) => {
if (matRef.current) matRef.current.uniforms.uTime.value += delta
})
return (
<mesh position={pos} rotation={[-Math.PI / 2 + rotation[0], rotation[1], rotation[2]]}>
<planeGeometry args={[w, d, segments, segments]} />
<shaderMaterial
ref={matRef}
uniforms={uniforms}
vertexShader={VERTEX}
fragmentShader={FRAGMENT}
transparent
/>
</mesh>
)
}
Lake.surface = lakeSurface surfaces/lake.ts
import type { SurfaceDef } from '@runek/core'
const sizeOf = (props: Record<string, unknown>) =>
(props.size as [number, number] | undefined) ?? [20, 20]
/** Lake's water plane. An unplaced Lake sits at `world.ground`. Its rim is what the world
* check compares against the ground: open water must not stand above its shore. */
export const lakeSurface: SurfaceDef = {
kind: 'water',
build(props, { unit, ground }) {
const [w, d] = sizeOf(props)
const level = props.position === undefined ? ground : 0
return (x, z) => (Math.abs(x) <= (w * unit) / 2 && Math.abs(z) <= (d * unit) / 2 ? level : null)
},
rim(props, { unit }) {
const [w, d] = sizeOf(props)
const hw = (w * unit) / 2
const hd = (d * unit) / 2
return [
[-hw, -hd],
[0, -hd],
[hw, -hd],
[hw, 0],
[hw, hd],
[0, hd],
[-hw, hd],
[-hw, 0],
]
},
}