diff --git a/config.js b/config.js index 9cad75f..0e895cd 100644 --- a/config.js +++ b/config.js @@ -321,8 +321,12 @@ window.CONFIG = { // altitude so aircraft fly above the deck. clouds: { enabled: true, // false removes the volumetric cloud deck - top: 1.0, // ~12.9 km + top: 0.78, // ~10.1 km, lower deck keeps camera clearance bottom: -0.2, // ~-2.6 km (deck base slightly below terrain) + nearFade: { + start: 0.35, // world units: clouds fade out very close to camera + end: 2.5 // full density from this distance onward + }, // Coverage per weather level, 0 = clear, 1 = overcast. Only the // levels listed here override the built-in defaults // (sunny 0.20, cloudy 0.70, stormy 0.80, night 0.45). Live weather @@ -344,6 +348,7 @@ window.CONFIG = { // wind: { speedScale: 140, maxSpeed: 0.12 } // very visible motion } // density: { sunny: 0.05, cloudy: 0.9, rain: 0.95, snow: 0.85, stormy: 1.0 } + // top: 0.65, nearFade: { start: 0.5, end: 3.5 } }, // ------------------------------------------------------------------ diff --git a/vendor/clouds3d.js b/vendor/clouds3d.js index 54d5a87..6003a5f 100644 --- a/vendor/clouds3d.js +++ b/vendor/clouds3d.js @@ -77,6 +77,8 @@ var FRAG_SRC = [ 'uniform float uSunAlt;', 'uniform float uCloudTop;', // cloud deck upper edge (world Y) 'uniform float uCloudBot;', // cloud deck lower edge (world Y) + 'uniform float uCloudNearFadeStart;', + 'uniform float uCloudNearFadeEnd;', 'uniform sampler2D uElev;', // terrarium RGB height grid, same UV as uGround 'uniform float uElevOn;', // terrain enabled (0/1) 'uniform float uElevScale;', // metres -> world units (incl. exaggeration) @@ -722,7 +724,8 @@ var FRAG_SRC = [ 'vec3 ambC = albC * max(vec3(uSkyAmb), uStarAmb * vec3(0.7, 0.85, 1.0)) * 1.7;', 'vec3 moonC = albC * uMoonColor * (0.35 + 0.65 * max(0.0, dot(rd, uMoonDir))) * uMoonInt * 3.0;', 'vec3 cloudCol = direct + ambC + moonC;', - 'float alpha = clamp(d * stepSize * 3.50 * densityGain, 0.0, 1.0);', + 'float nearFade = smoothstep(uCloudNearFadeStart, uCloudNearFadeEnd, t);', + 'float alpha = clamp(d * stepSize * 3.50 * densityGain * nearFade, 0.0, 1.0);', 'cloudSum += cloudCol * alpha * trans;', 'trans *= (1.0 - alpha);', 'if (trans < 0.04) break;', @@ -1296,6 +1299,8 @@ function init(canvas) { uSpeed: uSpeed, uDensity: uDensity, uDayProgress: uDayProgress, uSunAlt: uSunAlt, uCloudTop: uCloudTop, uCloudBot: uCloudBot, + uCloudNearFadeStart: gl.getUniformLocation(prog, 'uCloudNearFadeStart'), + uCloudNearFadeEnd: gl.getUniformLocation(prog, 'uCloudNearFadeEnd'), uElev: uElev, uElevOn: uElevOn, uElevScale: uElevScale, uTerrainExag: uTerrainExag, uSunDir: uSunDir, uMoonDir: uMoonDir, uMode: uMode, uAtmoModelOn: uAtmoModelOn, uAtmoHeightUnits: uAtmoHeightUnits, @@ -1487,6 +1492,9 @@ if (window.CONFIG && window.CONFIG.clouds) { } CLOUD_TOP = Math.max(0.2, Math.min(CLOUD_TOP, 2.0)); CLOUD_BOT = Math.min(CLOUD_BOT, CLOUD_TOP - 0.4); +var CLOUD_NEAR_FADE_CFG = (window.CONFIG && window.CONFIG.clouds && window.CONFIG.clouds.nearFade) || {}; +var CLOUD_NEAR_FADE_START = (typeof CLOUD_NEAR_FADE_CFG.start === 'number') ? Math.max(0, CLOUD_NEAR_FADE_CFG.start) : 0.35; +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); var CLOUDS_ON = !(window.CONFIG && window.CONFIG.clouds && window.CONFIG.clouds.enabled === false); var CLOUD_WIND_CFG = (window.CONFIG && window.CONFIG.clouds && window.CONFIG.clouds.wind) || {}; var CLOUD_WIND_SCALE = (typeof CLOUD_WIND_CFG.speedScale === 'number') ? Math.max(0, CLOUD_WIND_CFG.speedScale) : 80; @@ -7355,6 +7363,8 @@ window.clouds3dRender = function(target) { gl.uniform1f(s.uSpeed, speed); gl.uniform1f(s.uCloudTop, CLOUD_TOP); gl.uniform1f(s.uCloudBot, CLOUD_BOT); + gl.uniform1f(s.uCloudNearFadeStart, CLOUD_NEAR_FADE_START); + gl.uniform1f(s.uCloudNearFadeEnd, CLOUD_NEAR_FADE_END); // Ground mosaic uniforms + periodic re-fetch trigger. // uGroundCenter is the world position (X, Z) of the centre tile's