revert: cloud raymarch LOD

This commit is contained in:
Richard Zink committed 2026-10-13 22:00:14 +02:00
1 parent b906986718
commit 121b80b117
2 files changed
+4 -11

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-2
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@@ -303,8 +303,6 @@ Other main performance knobs:
- `antialias: false`: disables MSAA.
- `maxFps`: caps the animation loop.
- `clouds.maxMarchUnits`: maximum cloud raymarch length.
- Cloud raymarch uses 48 samples with distance-adaptive spacing: finer near
the camera, coarser toward the march limit.
- `clouds.softEdges`, `edgeSoftness`, `horizonSoftness`: soft cloud edges;
disabling `softEdges` restores the old hard shell behaviour.
- `terrain.lod`: distance-dependent terrain mesh LOD; fine near the centre,
+4 -9
View File
@@ -719,8 +719,8 @@ var FRAG_SRC = [
'float maxMarch = max(1.0, uCloudMaxMarch);',
'tExit = min(tExit, tEnter + maxMarch);',
'if (tExit <= tEnter) { gl_FragColor = vec4(0.0); return; }',
'float marchCurve = 2.5;',
'float marchDenom = 1.0 - exp(-marchCurve);',
'float stepSize = (tExit - tEnter) / 32.0;',
'float t = tEnter + stepSize * 0.5;',
'float coverage = clamp(uDensity, 0.0, 1.0);',
'float baseThresh = mix(0.62, 0.20, coverage);',
'float densityGain = mix(0.45, 1.0, coverage);',
@@ -729,13 +729,7 @@ var FRAG_SRC = [
'float phase = 0.30 + 0.70 * pow(max(0.0, cosT), 2.5);',
'float trans = 1.0;',
'vec3 cloudSum = vec3(0.0);',
'for (int i = 0; i < 48; i++) {',
'float u = (float(i) + 0.5) / 48.0;',
'float uNext = (float(i) + 1.5) / 48.0;',
'float mapU = (1.0 - exp(-marchCurve * u)) / marchDenom;',
'float mapUNext = (1.0 - exp(-marchCurve * uNext)) / marchDenom;',
'float t = tEnter + (tExit - tEnter) * mapU;',
'float stepSize = (tExit - tEnter) * (mapUNext - mapU);',
'for (int i = 0; i < 32; i++) {',
'vec3 p = uCamPos + rd * t;',
'p += rd * (ign(gl_FragCoord.xy + vec2(float(i) * 7.13, float(i) * 3.71)) - 0.5) * stepSize * 0.25;',
'float alt = p.y + earthDrop(p.xz);',
@@ -757,6 +751,7 @@ var FRAG_SRC = [
'trans *= (1.0 - alpha);',
'if (trans < 0.04) break;',
'}',
't += stepSize;',
'}',
'float cloudAlpha = 1.0 - trans;',
'vec3 cloudColor = (cloudAlpha > 0.001) ? cloudSum / cloudAlpha : vec3(0.0);',