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d08c193a5a
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2f1bee9f25
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-14
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@@ -335,10 +335,6 @@ window.CONFIG = {
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start: 0.35, // world units: clouds fade out very close to camera
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end: 2.5 // full density from this distance onward
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},
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// Maximum raymarch length through the cloud deck, in world units.
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// Too small creates a hard cloud-deck edge/ring near the horizon.
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maxMarchUnits: 120, // 30 was the old fixed cap
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// maxMarchUnits: 60 // cheaper, but a harder far edge
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// Far softening reduces detail/noise at long view distances. Lower
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// max keeps the deck denser near the horizon and can remove the
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// transparent ring around the terrain edge.
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Vendored
+4
-10
@@ -90,7 +90,6 @@ var FRAG_SRC = [
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'uniform float uCloudFarSoftStart;',
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'uniform float uCloudFarSoftEnd;',
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'uniform float uCloudFarSoftMax;',
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'uniform float uCloudMaxMarch;',
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'uniform sampler2D uElev;', // terrarium RGB height grid, same UV as uGround
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'uniform float uElevOn;', // terrain enabled (0/1)
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'uniform float uElevScale;', // metres -> world units (incl. exaggeration)
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@@ -710,9 +709,9 @@ var FRAG_SRC = [
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'tExit = min(tExit, dist - 0.02);',
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'}',
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'}',
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'tExit = min(tExit, tEnter + max(1.0, uCloudMaxMarch));',
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'tExit = min(tExit, tEnter + 30.0);',
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'if (tExit <= tEnter) { gl_FragColor = vec4(0.0); return; }',
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'float stepSize = (tExit - tEnter) / 32.0;',
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'float stepSize = (tExit - tEnter) / 24.0;',
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'float t = tEnter + stepSize * 0.5;',
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'float coverage = clamp(uDensity, 0.0, 1.0);',
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'float baseThresh = mix(0.62, 0.20, coverage);',
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@@ -722,7 +721,7 @@ var FRAG_SRC = [
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'float phase = 0.30 + 0.70 * pow(max(0.0, cosT), 2.5);',
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'float trans = 1.0;',
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'vec3 cloudSum = vec3(0.0);',
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'for (int i = 0; i < 32; i++) {',
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'for (int i = 0; i < 24; i++) {',
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'vec3 p = uCamPos + rd * t;',
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'p += rd * (ign(gl_FragCoord.xy + vec2(float(i) * 7.13, float(i) * 3.71)) - 0.5) * stepSize * 0.25;',
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'float alt = p.y + earthDrop(p.xz);',
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@@ -738,8 +737,7 @@ var FRAG_SRC = [
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'vec3 moonC = albC * uMoonColor * (0.35 + 0.65 * max(0.0, dot(rd, uMoonDir))) * uMoonInt * 3.0;',
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'vec3 cloudCol = direct + ambC + moonC;',
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'float nearFade = smoothstep(uCloudNearFadeStart, uCloudNearFadeEnd, t);',
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'float marchFade = 1.0 - smoothstep(uCloudMaxMarch * 0.70, uCloudMaxMarch, t - tEnter);',
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'float alpha = clamp(d * stepSize * 3.50 * densityGain * nearFade * marchFade, 0.0, 1.0);',
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'float alpha = clamp(d * stepSize * 3.50 * densityGain * nearFade, 0.0, 1.0);',
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'cloudSum += cloudCol * alpha * trans;',
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'trans *= (1.0 - alpha);',
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'if (trans < 0.04) break;',
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@@ -1318,7 +1316,6 @@ function init(canvas) {
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uCloudFarSoftStart: gl.getUniformLocation(prog, 'uCloudFarSoftStart'),
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uCloudFarSoftEnd: gl.getUniformLocation(prog, 'uCloudFarSoftEnd'),
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uCloudFarSoftMax: gl.getUniformLocation(prog, 'uCloudFarSoftMax'),
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uCloudMaxMarch: gl.getUniformLocation(prog, 'uCloudMaxMarch'),
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uElev: uElev, uElevOn: uElevOn, uElevScale: uElevScale, uTerrainExag: uTerrainExag,
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uSunDir: uSunDir, uMoonDir: uMoonDir, uMode: uMode,
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uAtmoModelOn: uAtmoModelOn, uAtmoHeightUnits: uAtmoHeightUnits,
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@@ -1512,8 +1509,6 @@ CLOUD_TOP = Math.max(0.2, Math.min(CLOUD_TOP, 2.0));
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CLOUD_BOT = Math.min(CLOUD_BOT, CLOUD_TOP - 0.4);
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var CLOUD_NEAR_FADE_CFG = (window.CONFIG && window.CONFIG.clouds && window.CONFIG.clouds.nearFade) || {};
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var CLOUD_FAR_SOFT_CFG = (window.CONFIG && window.CONFIG.clouds && window.CONFIG.clouds.farSoft) || {};
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var CLOUD_MAX_MARCH_UNITS = (window.CONFIG && typeof window.CONFIG.clouds.maxMarchUnits === 'number')
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? Math.max(10.0, Math.min(300.0, window.CONFIG.clouds.maxMarchUnits)) : 30.0;
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var CLOUD_NEAR_FADE_START = (typeof CLOUD_NEAR_FADE_CFG.start === 'number') ? Math.max(0, CLOUD_NEAR_FADE_CFG.start) : 0.35;
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var CLOUD_NEAR_FADE_END = Math.max(CLOUD_NEAR_FADE_START + 0.1, (typeof CLOUD_NEAR_FADE_CFG.end === 'number') ? CLOUD_NEAR_FADE_CFG.end : 2.5);
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var CLOUD_FAR_SOFT_START = (typeof CLOUD_FAR_SOFT_CFG.start === 'number')
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@@ -7411,7 +7406,6 @@ window.clouds3dRender = function(target) {
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gl.uniform1f(s.uCloudFarSoftStart, CLOUD_FAR_SOFT_START);
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gl.uniform1f(s.uCloudFarSoftEnd, CLOUD_FAR_SOFT_END);
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gl.uniform1f(s.uCloudFarSoftMax, CLOUD_FAR_SOFT_MAX);
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gl.uniform1f(s.uCloudMaxMarch, CLOUD_MAX_MARCH_UNITS);
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// Ground mosaic uniforms + periodic re-fetch trigger.
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// uGroundCenter is the world position (X, Z) of the centre tile's
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