Make clouds2d.js theme-agnostic

- Remove all hardcoded fallback hex/rgb values
- Skip draw until __currentPalette is published by parent
- applyWeatherTheme now also mixes cloudShadow (was dropped)
This commit is contained in:
Richard Zink committed 2026-10-07 18:53:15 +02:00
1 parent c6764fd534
commit 3812f80f40
3 files changed
+170 -46

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+85 -23
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@@ -1094,7 +1094,8 @@ else window.SunCalc = SunCalc;
* fragment shader to produce animated cloud-like patterns. * fragment shader to produce animated cloud-like patterns.
* *
* Drop-in replacement for Vanta when CONFIG.renderer === 'clouds2d'. * Drop-in replacement for Vanta when CONFIG.renderer === 'clouds2d'.
* Creates its own <canvas> overlay and attaches to the target element. * Reads day/night palette + weather theme from window globals set
* by the parent (background.html's animate() loop).
*/ */
(function() { (function() {
@@ -1132,14 +1133,21 @@ var VERT_SRC = [
'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }' 'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }'
].join('\n'); ].join('\n');
// Fragment shader: animates an fBm cloud field, modulates density
// by weather, blends day/night palette colours, and adds a soft
// horizon gradient so the sky transitions naturally.
var FRAG_SRC = [ var FRAG_SRC = [
'precision highp float;', 'precision highp float;',
'uniform vec2 uResolution;', 'uniform vec2 uResolution;',
'uniform float uTime;', 'uniform float uTime;',
'uniform vec3 uSky;', 'uniform vec3 uSky;',
'uniform vec3 uCloud;', 'uniform vec3 uCloud;',
'uniform vec3 uCloudShadow;',
'uniform vec3 uLight;', 'uniform vec3 uLight;',
'uniform vec3 uBg;',
'uniform float uSpeed;', 'uniform float uSpeed;',
'uniform float uDensity;', // 0..1 how thick the clouds are
'uniform float uDayProgress;', // 0..1 (day vs night)
'float hash(vec2 p) {', 'float hash(vec2 p) {',
'p = fract(p * vec2(123.34, 456.21));', 'p = fract(p * vec2(123.34, 456.21));',
'p += dot(p, p + 45.32);', 'p += dot(p, p + 45.32);',
@@ -1170,10 +1178,21 @@ var FRAG_SRC = [
'vec2 p1 = uv * vec2(3.0, 1.7) + vec2(uTime * 0.012, uTime * 0.004);', 'vec2 p1 = uv * vec2(3.0, 1.7) + vec2(uTime * 0.012, uTime * 0.004);',
'vec2 p2 = uv * vec2(5.0, 2.6) + vec2(uTime * 0.020, -uTime * 0.006);', 'vec2 p2 = uv * vec2(5.0, 2.6) + vec2(uTime * 0.020, -uTime * 0.006);',
'float n = fbm(p1 * uSpeed) * 0.6 + fbm(p2 * uSpeed) * 0.4;', 'float n = fbm(p1 * uSpeed) * 0.6 + fbm(p2 * uSpeed) * 0.4;',
'float cloud = smoothstep(0.35, 0.75, n);', // Density threshold widens with uDensity (1 = always cloudy, 0 = clear sky)
'float horizon = smoothstep(0.0, 0.45, uv.y);', 'float thresh = mix(0.85, 0.30, uDensity);',
'vec3 col = mix(uSky, uCloud, cloud * (1.0 - horizon * 0.3));', 'float cloud = smoothstep(thresh - 0.10, thresh + 0.10, n);',
'col = mix(col, uLight, cloud * horizon * 0.5);', // Soft horizon: top of frame is more sky, bottom more clouds
'float horizon = smoothstep(0.0, 0.5, uv.y);',
// Sky gradient (top vs bottom)
'vec3 sky = mix(uBg, uSky, horizon);',
// Cloud body (lit top + shadow bottom)
'vec3 cloudCol = mix(uCloudShadow, uCloud, horizon);',
// Add light tint to the lit side
'cloudCol = mix(cloudCol, uLight, cloud * horizon * 0.4 * uDayProgress);',
// Final composite: sky where there's no cloud, cloud where there is
'vec3 col = mix(sky, cloudCol, cloud);',
// At night, blend everything toward bg color (darken)
'col = mix(col, mix(uBg, cloudCol, 0.3), (1.0 - uDayProgress) * 0.5);',
'gl_FragColor = vec4(col, 1.0);', 'gl_FragColor = vec4(col, 1.0);',
'}' '}'
].join('\n'); ].join('\n');
@@ -1198,34 +1217,51 @@ function init(canvas) {
var uTime = gl.getUniformLocation(prog, 'uTime'); var uTime = gl.getUniformLocation(prog, 'uTime');
var uSky = gl.getUniformLocation(prog, 'uSky'); var uSky = gl.getUniformLocation(prog, 'uSky');
var uCloud = gl.getUniformLocation(prog, 'uCloud'); var uCloud = gl.getUniformLocation(prog, 'uCloud');
var uCloudShadow = gl.getUniformLocation(prog, 'uCloudShadow');
var uLight = gl.getUniformLocation(prog, 'uLight'); var uLight = gl.getUniformLocation(prog, 'uLight');
var uBg = gl.getUniformLocation(prog, 'uBg');
var uSpeed = gl.getUniformLocation(prog, 'uSpeed'); var uSpeed = gl.getUniformLocation(prog, 'uSpeed');
var uDensity = gl.getUniformLocation(prog, 'uDensity');
var uDayProgress = gl.getUniformLocation(prog, 'uDayProgress');
return { return {
gl: gl, prog: prog, buf: buf, aPos: aPos, gl: gl, prog: prog, buf: buf, aPos: aPos,
uRes: uRes, uTime: uTime, uSky: uSky, uCloud: uCloud, uRes: uRes, uTime: uTime, uSky: uSky, uCloud: uCloud,
uLight: uLight, uSpeed: uSpeed uCloudShadow: uCloudShadow, uLight: uLight, uBg: uBg,
uSpeed: uSpeed, uDensity: uDensity, uDayProgress: uDayProgress
}; };
} }
function hex(r, g, b) { return [r/255, g/255, b/255]; } // Convert 24-bit int (0xRRGGBB) to [r,g,b] 0..1 floats.
// Theme-agnostic: caller decides what colour value to pass in.
function hex(rgb) {
return [((rgb >> 16) & 255) / 255,
((rgb >> 8) & 255) / 255,
(rgb & 255) / 255];
}
// Cloud density per weather (0 = clear, 1 = overcast).
// Names mirror the weather themes defined in background.html.
var WEATHER_DENSITY = {
sunny: 0.20,
cloudy: 0.70,
stormy: 1.00,
night: 0.45
};
window.clouds2dRender = function(target) { window.clouds2dRender = function(target) {
if (!target || typeof target !== 'object') { if (!target || typeof target !== 'object') {
console.error('clouds2d: invalid target'); console.error('clouds2d: invalid target');
return; return;
} }
// Get or create the WebGL canvas
var canvas = target.__clouds2dCanvas; var canvas = target.__clouds2dCanvas;
if (!canvas) { if (!canvas) {
// Replace the target's content with a WebGL canvas
canvas = document.createElement('canvas'); canvas = document.createElement('canvas');
canvas.style.position = 'absolute'; canvas.style.position = 'absolute';
canvas.style.top = '0'; canvas.style.top = '0';
canvas.style.left = '0'; canvas.style.left = '0';
canvas.style.width = '100%'; canvas.style.width = '100%';
canvas.style.height = '100%'; canvas.style.height = '100%';
// Empty the target and insert the canvas as the only child
while (target.firstChild) target.removeChild(target.firstChild); while (target.firstChild) target.removeChild(target.firstChild);
target.appendChild(canvas); target.appendChild(canvas);
target.style.position = 'relative'; target.style.position = 'relative';
@@ -1254,20 +1290,38 @@ window.clouds2dRender = function(target) {
gl.uniform2f(s.uRes, canvas.width, canvas.height); gl.uniform2f(s.uRes, canvas.width, canvas.height);
gl.uniform1f(s.uTime, performance.now() / 1000); gl.uniform1f(s.uTime, performance.now() / 1000);
var sky = [0.39, 0.54, 0.78]; // Pull palette + weather from globals (set by animate() in background.html).
var cloud = [0.43, 0.43, 0.43]; // No hardcoded fallbacks: until the parent has published a palette we
var light = [0.89, 0.87, 0.82]; // skip the draw and leave the WebGL context cleared. This keeps the
var cfg = window.CONFIG || {}; // renderer 100% theme-agnostic — the parent fully owns colour decisions.
var theme = (cfg.currentWeatherTheme || (cfg.weatherThemes && cfg.weatherThemes[cfg.theme])) || null; var pal = window.__currentPalette;
if (theme) { if (!pal) {
sky = hex((theme.skyColor >> 16) & 255, (theme.skyColor >> 8) & 255, theme.skyColor & 255); gl.clearColor(0, 0, 0, 1);
cloud = hex((theme.cloudColor >> 16) & 255, (theme.cloudColor >> 8) & 255, theme.cloudColor & 255); gl.clear(gl.COLOR_BUFFER_BIT);
light = hex((theme.lightColor >> 16) & 255, (theme.lightColor >> 8) & 255, theme.lightColor & 255); return;
} }
gl.uniform3fv(s.uSky, sky);
gl.uniform3fv(s.uCloud, cloud); var weather = window.__currentWeatherName;
gl.uniform3fv(s.uLight, light); var dayProgress = window.__currentDayProgress;
gl.uniform1f(s.uSpeed, 1.0); var themeSpeed = window.__currentThemeSpeed;
gl.uniform3fv(s.uSky, hex(pal.sky));
gl.uniform3fv(s.uCloud, hex(pal.cloud));
gl.uniform3fv(s.uCloudShadow, hex(pal.cloudShadow !== undefined ? pal.cloudShadow : pal.sky));
gl.uniform3fv(s.uLight, hex(pal.light));
gl.uniform3fv(s.uBg, hex(pal.bg));
var density = (weather && WEATHER_DENSITY[weather] !== undefined)
? WEATHER_DENSITY[weather] : 0.5;
gl.uniform1f(s.uDensity, density);
var day = (typeof dayProgress === 'number')
? Math.max(0, Math.min(1, dayProgress)) : 0.5;
gl.uniform1f(s.uDayProgress, day);
var speed = (typeof themeSpeed === 'number')
? Math.max(0.1, Math.min(3, themeSpeed)) : 1.0;
gl.uniform1f(s.uSpeed, speed);
gl.drawArrays(gl.TRIANGLES, 0, 3); gl.drawArrays(gl.TRIANGLES, 0, 3);
}; };
@@ -2215,6 +2269,9 @@ window.weatherThemes = {
return { return {
sky: mixColor(c.sky, themeColors.skyColor, mix), sky: mixColor(c.sky, themeColors.skyColor, mix),
cloud: mixColor(c.cloud, themeColors.cloudColor, mix), cloud: mixColor(c.cloud, themeColors.cloudColor, mix),
cloudShadow: c.cloudShadow !== undefined
? mixColor(c.cloudShadow, themeColors.cloudColor, mix * 0.8)
: mixColor(c.cloud, themeColors.cloudColor, mix * 0.8),
light: mixColor(c.sun, themeColors.lightColor, mix * 0.5), light: mixColor(c.sun, themeColors.lightColor, mix * 0.5),
bg: mixColor(c.bg, themeColors.backgroundColor, mix) bg: mixColor(c.bg, themeColors.backgroundColor, mix)
}; };
@@ -2444,6 +2501,11 @@ window.weatherThemes = {
var t = (Date.now() - startTime) / CYCLE % 1; var t = (Date.now() - startTime) / CYCLE % 1;
var c = getColor(t); var c = getColor(t);
c = applyWeatherTheme(c); c = applyWeatherTheme(c);
// Expose current palette + weather info for the 2D renderer
window.__currentPalette = c;
window.__currentWeatherName = currentWeatherThemeName;
window.__currentDayProgress = realDayProgress;
window.__currentThemeSpeed = currentThemeSpeed;
effect.setOptions({ effect.setOptions({
skyColor: c.sky, skyColor: c.sky,
cloudColor: c.cloud, cloudColor: c.cloud,
+8
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@@ -1416,6 +1416,9 @@ window.weatherThemes = {
return { return {
sky: mixColor(c.sky, themeColors.skyColor, mix), sky: mixColor(c.sky, themeColors.skyColor, mix),
cloud: mixColor(c.cloud, themeColors.cloudColor, mix), cloud: mixColor(c.cloud, themeColors.cloudColor, mix),
cloudShadow: c.cloudShadow !== undefined
? mixColor(c.cloudShadow, themeColors.cloudColor, mix * 0.8)
: mixColor(c.cloud, themeColors.cloudColor, mix * 0.8),
light: mixColor(c.sun, themeColors.lightColor, mix * 0.5), light: mixColor(c.sun, themeColors.lightColor, mix * 0.5),
bg: mixColor(c.bg, themeColors.backgroundColor, mix) bg: mixColor(c.bg, themeColors.backgroundColor, mix)
}; };
@@ -1645,6 +1648,11 @@ window.weatherThemes = {
var t = (Date.now() - startTime) / CYCLE % 1; var t = (Date.now() - startTime) / CYCLE % 1;
var c = getColor(t); var c = getColor(t);
c = applyWeatherTheme(c); c = applyWeatherTheme(c);
// Expose current palette + weather info for the 2D renderer
window.__currentPalette = c;
window.__currentWeatherName = currentWeatherThemeName;
window.__currentDayProgress = realDayProgress;
window.__currentThemeSpeed = currentThemeSpeed;
effect.setOptions({ effect.setOptions({
skyColor: c.sky, skyColor: c.sky,
cloudColor: c.cloud, cloudColor: c.cloud,
+77 -23
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@@ -4,7 +4,8 @@
* fragment shader to produce animated cloud-like patterns. * fragment shader to produce animated cloud-like patterns.
* *
* Drop-in replacement for Vanta when CONFIG.renderer === 'clouds2d'. * Drop-in replacement for Vanta when CONFIG.renderer === 'clouds2d'.
* Creates its own <canvas> overlay and attaches to the target element. * Reads day/night palette + weather theme from window globals set
* by the parent (background.html's animate() loop).
*/ */
(function() { (function() {
@@ -42,14 +43,21 @@ var VERT_SRC = [
'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }' 'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }'
].join('\n'); ].join('\n');
// Fragment shader: animates an fBm cloud field, modulates density
// by weather, blends day/night palette colours, and adds a soft
// horizon gradient so the sky transitions naturally.
var FRAG_SRC = [ var FRAG_SRC = [
'precision highp float;', 'precision highp float;',
'uniform vec2 uResolution;', 'uniform vec2 uResolution;',
'uniform float uTime;', 'uniform float uTime;',
'uniform vec3 uSky;', 'uniform vec3 uSky;',
'uniform vec3 uCloud;', 'uniform vec3 uCloud;',
'uniform vec3 uCloudShadow;',
'uniform vec3 uLight;', 'uniform vec3 uLight;',
'uniform vec3 uBg;',
'uniform float uSpeed;', 'uniform float uSpeed;',
'uniform float uDensity;', // 0..1 how thick the clouds are
'uniform float uDayProgress;', // 0..1 (day vs night)
'float hash(vec2 p) {', 'float hash(vec2 p) {',
'p = fract(p * vec2(123.34, 456.21));', 'p = fract(p * vec2(123.34, 456.21));',
'p += dot(p, p + 45.32);', 'p += dot(p, p + 45.32);',
@@ -80,10 +88,21 @@ var FRAG_SRC = [
'vec2 p1 = uv * vec2(3.0, 1.7) + vec2(uTime * 0.012, uTime * 0.004);', 'vec2 p1 = uv * vec2(3.0, 1.7) + vec2(uTime * 0.012, uTime * 0.004);',
'vec2 p2 = uv * vec2(5.0, 2.6) + vec2(uTime * 0.020, -uTime * 0.006);', 'vec2 p2 = uv * vec2(5.0, 2.6) + vec2(uTime * 0.020, -uTime * 0.006);',
'float n = fbm(p1 * uSpeed) * 0.6 + fbm(p2 * uSpeed) * 0.4;', 'float n = fbm(p1 * uSpeed) * 0.6 + fbm(p2 * uSpeed) * 0.4;',
'float cloud = smoothstep(0.35, 0.75, n);', // Density threshold widens with uDensity (1 = always cloudy, 0 = clear sky)
'float horizon = smoothstep(0.0, 0.45, uv.y);', 'float thresh = mix(0.85, 0.30, uDensity);',
'vec3 col = mix(uSky, uCloud, cloud * (1.0 - horizon * 0.3));', 'float cloud = smoothstep(thresh - 0.10, thresh + 0.10, n);',
'col = mix(col, uLight, cloud * horizon * 0.5);', // Soft horizon: top of frame is more sky, bottom more clouds
'float horizon = smoothstep(0.0, 0.5, uv.y);',
// Sky gradient (top vs bottom)
'vec3 sky = mix(uBg, uSky, horizon);',
// Cloud body (lit top + shadow bottom)
'vec3 cloudCol = mix(uCloudShadow, uCloud, horizon);',
// Add light tint to the lit side
'cloudCol = mix(cloudCol, uLight, cloud * horizon * 0.4 * uDayProgress);',
// Final composite: sky where there's no cloud, cloud where there is
'vec3 col = mix(sky, cloudCol, cloud);',
// At night, blend everything toward bg color (darken)
'col = mix(col, mix(uBg, cloudCol, 0.3), (1.0 - uDayProgress) * 0.5);',
'gl_FragColor = vec4(col, 1.0);', 'gl_FragColor = vec4(col, 1.0);',
'}' '}'
].join('\n'); ].join('\n');
@@ -108,34 +127,51 @@ function init(canvas) {
var uTime = gl.getUniformLocation(prog, 'uTime'); var uTime = gl.getUniformLocation(prog, 'uTime');
var uSky = gl.getUniformLocation(prog, 'uSky'); var uSky = gl.getUniformLocation(prog, 'uSky');
var uCloud = gl.getUniformLocation(prog, 'uCloud'); var uCloud = gl.getUniformLocation(prog, 'uCloud');
var uCloudShadow = gl.getUniformLocation(prog, 'uCloudShadow');
var uLight = gl.getUniformLocation(prog, 'uLight'); var uLight = gl.getUniformLocation(prog, 'uLight');
var uBg = gl.getUniformLocation(prog, 'uBg');
var uSpeed = gl.getUniformLocation(prog, 'uSpeed'); var uSpeed = gl.getUniformLocation(prog, 'uSpeed');
var uDensity = gl.getUniformLocation(prog, 'uDensity');
var uDayProgress = gl.getUniformLocation(prog, 'uDayProgress');
return { return {
gl: gl, prog: prog, buf: buf, aPos: aPos, gl: gl, prog: prog, buf: buf, aPos: aPos,
uRes: uRes, uTime: uTime, uSky: uSky, uCloud: uCloud, uRes: uRes, uTime: uTime, uSky: uSky, uCloud: uCloud,
uLight: uLight, uSpeed: uSpeed uCloudShadow: uCloudShadow, uLight: uLight, uBg: uBg,
uSpeed: uSpeed, uDensity: uDensity, uDayProgress: uDayProgress
}; };
} }
function hex(r, g, b) { return [r/255, g/255, b/255]; } // Convert 24-bit int (0xRRGGBB) to [r,g,b] 0..1 floats.
// Theme-agnostic: caller decides what colour value to pass in.
function hex(rgb) {
return [((rgb >> 16) & 255) / 255,
((rgb >> 8) & 255) / 255,
(rgb & 255) / 255];
}
// Cloud density per weather (0 = clear, 1 = overcast).
// Names mirror the weather themes defined in background.html.
var WEATHER_DENSITY = {
sunny: 0.20,
cloudy: 0.70,
stormy: 1.00,
night: 0.45
};
window.clouds2dRender = function(target) { window.clouds2dRender = function(target) {
if (!target || typeof target !== 'object') { if (!target || typeof target !== 'object') {
console.error('clouds2d: invalid target'); console.error('clouds2d: invalid target');
return; return;
} }
// Get or create the WebGL canvas
var canvas = target.__clouds2dCanvas; var canvas = target.__clouds2dCanvas;
if (!canvas) { if (!canvas) {
// Replace the target's content with a WebGL canvas
canvas = document.createElement('canvas'); canvas = document.createElement('canvas');
canvas.style.position = 'absolute'; canvas.style.position = 'absolute';
canvas.style.top = '0'; canvas.style.top = '0';
canvas.style.left = '0'; canvas.style.left = '0';
canvas.style.width = '100%'; canvas.style.width = '100%';
canvas.style.height = '100%'; canvas.style.height = '100%';
// Empty the target and insert the canvas as the only child
while (target.firstChild) target.removeChild(target.firstChild); while (target.firstChild) target.removeChild(target.firstChild);
target.appendChild(canvas); target.appendChild(canvas);
target.style.position = 'relative'; target.style.position = 'relative';
@@ -164,20 +200,38 @@ window.clouds2dRender = function(target) {
gl.uniform2f(s.uRes, canvas.width, canvas.height); gl.uniform2f(s.uRes, canvas.width, canvas.height);
gl.uniform1f(s.uTime, performance.now() / 1000); gl.uniform1f(s.uTime, performance.now() / 1000);
var sky = [0.39, 0.54, 0.78]; // Pull palette + weather from globals (set by animate() in background.html).
var cloud = [0.43, 0.43, 0.43]; // No hardcoded fallbacks: until the parent has published a palette we
var light = [0.89, 0.87, 0.82]; // skip the draw and leave the WebGL context cleared. This keeps the
var cfg = window.CONFIG || {}; // renderer 100% theme-agnostic — the parent fully owns colour decisions.
var theme = (cfg.currentWeatherTheme || (cfg.weatherThemes && cfg.weatherThemes[cfg.theme])) || null; var pal = window.__currentPalette;
if (theme) { if (!pal) {
sky = hex((theme.skyColor >> 16) & 255, (theme.skyColor >> 8) & 255, theme.skyColor & 255); gl.clearColor(0, 0, 0, 1);
cloud = hex((theme.cloudColor >> 16) & 255, (theme.cloudColor >> 8) & 255, theme.cloudColor & 255); gl.clear(gl.COLOR_BUFFER_BIT);
light = hex((theme.lightColor >> 16) & 255, (theme.lightColor >> 8) & 255, theme.lightColor & 255); return;
} }
gl.uniform3fv(s.uSky, sky);
gl.uniform3fv(s.uCloud, cloud); var weather = window.__currentWeatherName;
gl.uniform3fv(s.uLight, light); var dayProgress = window.__currentDayProgress;
gl.uniform1f(s.uSpeed, 1.0); var themeSpeed = window.__currentThemeSpeed;
gl.uniform3fv(s.uSky, hex(pal.sky));
gl.uniform3fv(s.uCloud, hex(pal.cloud));
gl.uniform3fv(s.uCloudShadow, hex(pal.cloudShadow !== undefined ? pal.cloudShadow : pal.sky));
gl.uniform3fv(s.uLight, hex(pal.light));
gl.uniform3fv(s.uBg, hex(pal.bg));
var density = (weather && WEATHER_DENSITY[weather] !== undefined)
? WEATHER_DENSITY[weather] : 0.5;
gl.uniform1f(s.uDensity, density);
var day = (typeof dayProgress === 'number')
? Math.max(0, Math.min(1, dayProgress)) : 0.5;
gl.uniform1f(s.uDayProgress, day);
var speed = (typeof themeSpeed === 'number')
? Math.max(0.1, Math.min(3, themeSpeed)) : 1.0;
gl.uniform1f(s.uSpeed, speed);
gl.drawArrays(gl.TRIANGLES, 0, 3); gl.drawArrays(gl.TRIANGLES, 0, 3);
}; };