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)
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3 files changed
+170
-46
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+85
-23
@@ -1094,7 +1094,8 @@ else window.SunCalc = SunCalc;
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* fragment shader to produce animated cloud-like patterns.
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*
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* Drop-in replacement for Vanta when CONFIG.renderer === 'clouds2d'.
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* Creates its own <canvas> overlay and attaches to the target element.
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* Reads day/night palette + weather theme from window globals set
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* by the parent (background.html's animate() loop).
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*/
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(function() {
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@@ -1132,14 +1133,21 @@ var VERT_SRC = [
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'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }'
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].join('\n');
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// Fragment shader: animates an fBm cloud field, modulates density
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// by weather, blends day/night palette colours, and adds a soft
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// horizon gradient so the sky transitions naturally.
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var FRAG_SRC = [
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'precision highp float;',
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'uniform vec2 uResolution;',
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'uniform float uTime;',
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'uniform vec3 uSky;',
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'uniform vec3 uCloud;',
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'uniform vec3 uCloudShadow;',
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'uniform vec3 uLight;',
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'uniform vec3 uBg;',
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'uniform float uSpeed;',
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'uniform float uDensity;', // 0..1 how thick the clouds are
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'uniform float uDayProgress;', // 0..1 (day vs night)
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'float hash(vec2 p) {',
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'p = fract(p * vec2(123.34, 456.21));',
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'p += dot(p, p + 45.32);',
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@@ -1170,10 +1178,21 @@ var FRAG_SRC = [
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'vec2 p1 = uv * vec2(3.0, 1.7) + vec2(uTime * 0.012, uTime * 0.004);',
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'vec2 p2 = uv * vec2(5.0, 2.6) + vec2(uTime * 0.020, -uTime * 0.006);',
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'float n = fbm(p1 * uSpeed) * 0.6 + fbm(p2 * uSpeed) * 0.4;',
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'float cloud = smoothstep(0.35, 0.75, n);',
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'float horizon = smoothstep(0.0, 0.45, uv.y);',
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'vec3 col = mix(uSky, uCloud, cloud * (1.0 - horizon * 0.3));',
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'col = mix(col, uLight, cloud * horizon * 0.5);',
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// Density threshold widens with uDensity (1 = always cloudy, 0 = clear sky)
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'float thresh = mix(0.85, 0.30, uDensity);',
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'float cloud = smoothstep(thresh - 0.10, thresh + 0.10, n);',
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// Soft horizon: top of frame is more sky, bottom more clouds
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'float horizon = smoothstep(0.0, 0.5, uv.y);',
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// Sky gradient (top vs bottom)
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'vec3 sky = mix(uBg, uSky, horizon);',
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// Cloud body (lit top + shadow bottom)
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'vec3 cloudCol = mix(uCloudShadow, uCloud, horizon);',
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// Add light tint to the lit side
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'cloudCol = mix(cloudCol, uLight, cloud * horizon * 0.4 * uDayProgress);',
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// Final composite: sky where there's no cloud, cloud where there is
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'vec3 col = mix(sky, cloudCol, cloud);',
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// At night, blend everything toward bg color (darken)
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'col = mix(col, mix(uBg, cloudCol, 0.3), (1.0 - uDayProgress) * 0.5);',
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'gl_FragColor = vec4(col, 1.0);',
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'}'
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].join('\n');
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@@ -1198,34 +1217,51 @@ function init(canvas) {
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var uTime = gl.getUniformLocation(prog, 'uTime');
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var uSky = gl.getUniformLocation(prog, 'uSky');
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var uCloud = gl.getUniformLocation(prog, 'uCloud');
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var uCloudShadow = gl.getUniformLocation(prog, 'uCloudShadow');
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var uLight = gl.getUniformLocation(prog, 'uLight');
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var uBg = gl.getUniformLocation(prog, 'uBg');
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var uSpeed = gl.getUniformLocation(prog, 'uSpeed');
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var uDensity = gl.getUniformLocation(prog, 'uDensity');
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var uDayProgress = gl.getUniformLocation(prog, 'uDayProgress');
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return {
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gl: gl, prog: prog, buf: buf, aPos: aPos,
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uRes: uRes, uTime: uTime, uSky: uSky, uCloud: uCloud,
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uLight: uLight, uSpeed: uSpeed
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uCloudShadow: uCloudShadow, uLight: uLight, uBg: uBg,
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uSpeed: uSpeed, uDensity: uDensity, uDayProgress: uDayProgress
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};
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}
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function hex(r, g, b) { return [r/255, g/255, b/255]; }
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// Convert 24-bit int (0xRRGGBB) to [r,g,b] 0..1 floats.
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// Theme-agnostic: caller decides what colour value to pass in.
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function hex(rgb) {
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return [((rgb >> 16) & 255) / 255,
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((rgb >> 8) & 255) / 255,
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(rgb & 255) / 255];
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}
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// Cloud density per weather (0 = clear, 1 = overcast).
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// Names mirror the weather themes defined in background.html.
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var WEATHER_DENSITY = {
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sunny: 0.20,
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cloudy: 0.70,
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stormy: 1.00,
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night: 0.45
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};
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window.clouds2dRender = function(target) {
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if (!target || typeof target !== 'object') {
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console.error('clouds2d: invalid target');
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return;
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}
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// Get or create the WebGL canvas
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var canvas = target.__clouds2dCanvas;
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if (!canvas) {
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// Replace the target's content with a WebGL canvas
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canvas = document.createElement('canvas');
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canvas.style.position = 'absolute';
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canvas.style.top = '0';
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canvas.style.left = '0';
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canvas.style.width = '100%';
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canvas.style.height = '100%';
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// Empty the target and insert the canvas as the only child
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while (target.firstChild) target.removeChild(target.firstChild);
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target.appendChild(canvas);
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target.style.position = 'relative';
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@@ -1254,20 +1290,38 @@ window.clouds2dRender = function(target) {
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gl.uniform2f(s.uRes, canvas.width, canvas.height);
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gl.uniform1f(s.uTime, performance.now() / 1000);
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var sky = [0.39, 0.54, 0.78];
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var cloud = [0.43, 0.43, 0.43];
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var light = [0.89, 0.87, 0.82];
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var cfg = window.CONFIG || {};
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var theme = (cfg.currentWeatherTheme || (cfg.weatherThemes && cfg.weatherThemes[cfg.theme])) || null;
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if (theme) {
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sky = hex((theme.skyColor >> 16) & 255, (theme.skyColor >> 8) & 255, theme.skyColor & 255);
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cloud = hex((theme.cloudColor >> 16) & 255, (theme.cloudColor >> 8) & 255, theme.cloudColor & 255);
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light = hex((theme.lightColor >> 16) & 255, (theme.lightColor >> 8) & 255, theme.lightColor & 255);
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// Pull palette + weather from globals (set by animate() in background.html).
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// No hardcoded fallbacks: until the parent has published a palette we
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// skip the draw and leave the WebGL context cleared. This keeps the
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// renderer 100% theme-agnostic — the parent fully owns colour decisions.
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var pal = window.__currentPalette;
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if (!pal) {
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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return;
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}
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gl.uniform3fv(s.uSky, sky);
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gl.uniform3fv(s.uCloud, cloud);
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gl.uniform3fv(s.uLight, light);
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gl.uniform1f(s.uSpeed, 1.0);
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var weather = window.__currentWeatherName;
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var dayProgress = window.__currentDayProgress;
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var themeSpeed = window.__currentThemeSpeed;
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gl.uniform3fv(s.uSky, hex(pal.sky));
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gl.uniform3fv(s.uCloud, hex(pal.cloud));
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gl.uniform3fv(s.uCloudShadow, hex(pal.cloudShadow !== undefined ? pal.cloudShadow : pal.sky));
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gl.uniform3fv(s.uLight, hex(pal.light));
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gl.uniform3fv(s.uBg, hex(pal.bg));
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var density = (weather && WEATHER_DENSITY[weather] !== undefined)
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? WEATHER_DENSITY[weather] : 0.5;
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gl.uniform1f(s.uDensity, density);
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var day = (typeof dayProgress === 'number')
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? Math.max(0, Math.min(1, dayProgress)) : 0.5;
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gl.uniform1f(s.uDayProgress, day);
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var speed = (typeof themeSpeed === 'number')
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? Math.max(0.1, Math.min(3, themeSpeed)) : 1.0;
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gl.uniform1f(s.uSpeed, speed);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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};
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@@ -2215,6 +2269,9 @@ window.weatherThemes = {
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return {
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sky: mixColor(c.sky, themeColors.skyColor, mix),
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cloud: mixColor(c.cloud, themeColors.cloudColor, mix),
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cloudShadow: c.cloudShadow !== undefined
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? mixColor(c.cloudShadow, themeColors.cloudColor, mix * 0.8)
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: mixColor(c.cloud, themeColors.cloudColor, mix * 0.8),
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light: mixColor(c.sun, themeColors.lightColor, mix * 0.5),
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bg: mixColor(c.bg, themeColors.backgroundColor, mix)
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};
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@@ -2444,6 +2501,11 @@ window.weatherThemes = {
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var t = (Date.now() - startTime) / CYCLE % 1;
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var c = getColor(t);
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c = applyWeatherTheme(c);
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// Expose current palette + weather info for the 2D renderer
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window.__currentPalette = c;
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window.__currentWeatherName = currentWeatherThemeName;
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window.__currentDayProgress = realDayProgress;
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window.__currentThemeSpeed = currentThemeSpeed;
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effect.setOptions({
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skyColor: c.sky,
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cloudColor: c.cloud,
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@@ -1416,6 +1416,9 @@ window.weatherThemes = {
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return {
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sky: mixColor(c.sky, themeColors.skyColor, mix),
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cloud: mixColor(c.cloud, themeColors.cloudColor, mix),
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cloudShadow: c.cloudShadow !== undefined
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? mixColor(c.cloudShadow, themeColors.cloudColor, mix * 0.8)
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: mixColor(c.cloud, themeColors.cloudColor, mix * 0.8),
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light: mixColor(c.sun, themeColors.lightColor, mix * 0.5),
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bg: mixColor(c.bg, themeColors.backgroundColor, mix)
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};
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@@ -1645,6 +1648,11 @@ window.weatherThemes = {
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var t = (Date.now() - startTime) / CYCLE % 1;
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var c = getColor(t);
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c = applyWeatherTheme(c);
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// Expose current palette + weather info for the 2D renderer
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window.__currentPalette = c;
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window.__currentWeatherName = currentWeatherThemeName;
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window.__currentDayProgress = realDayProgress;
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window.__currentThemeSpeed = currentThemeSpeed;
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effect.setOptions({
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skyColor: c.sky,
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cloudColor: c.cloud,
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Vendored
+77
-23
@@ -4,7 +4,8 @@
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* fragment shader to produce animated cloud-like patterns.
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*
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* Drop-in replacement for Vanta when CONFIG.renderer === 'clouds2d'.
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* Creates its own <canvas> overlay and attaches to the target element.
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* Reads day/night palette + weather theme from window globals set
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* by the parent (background.html's animate() loop).
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*/
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(function() {
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@@ -42,14 +43,21 @@ var VERT_SRC = [
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'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }'
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].join('\n');
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// Fragment shader: animates an fBm cloud field, modulates density
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// by weather, blends day/night palette colours, and adds a soft
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// horizon gradient so the sky transitions naturally.
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var FRAG_SRC = [
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'precision highp float;',
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'uniform vec2 uResolution;',
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'uniform float uTime;',
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'uniform vec3 uSky;',
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'uniform vec3 uCloud;',
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'uniform vec3 uCloudShadow;',
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'uniform vec3 uLight;',
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'uniform vec3 uBg;',
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'uniform float uSpeed;',
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'uniform float uDensity;', // 0..1 how thick the clouds are
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'uniform float uDayProgress;', // 0..1 (day vs night)
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'float hash(vec2 p) {',
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'p = fract(p * vec2(123.34, 456.21));',
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'p += dot(p, p + 45.32);',
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@@ -80,10 +88,21 @@ var FRAG_SRC = [
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'vec2 p1 = uv * vec2(3.0, 1.7) + vec2(uTime * 0.012, uTime * 0.004);',
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'vec2 p2 = uv * vec2(5.0, 2.6) + vec2(uTime * 0.020, -uTime * 0.006);',
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'float n = fbm(p1 * uSpeed) * 0.6 + fbm(p2 * uSpeed) * 0.4;',
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'float cloud = smoothstep(0.35, 0.75, n);',
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'float horizon = smoothstep(0.0, 0.45, uv.y);',
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'vec3 col = mix(uSky, uCloud, cloud * (1.0 - horizon * 0.3));',
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'col = mix(col, uLight, cloud * horizon * 0.5);',
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// Density threshold widens with uDensity (1 = always cloudy, 0 = clear sky)
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'float thresh = mix(0.85, 0.30, uDensity);',
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'float cloud = smoothstep(thresh - 0.10, thresh + 0.10, n);',
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// Soft horizon: top of frame is more sky, bottom more clouds
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'float horizon = smoothstep(0.0, 0.5, uv.y);',
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// Sky gradient (top vs bottom)
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'vec3 sky = mix(uBg, uSky, horizon);',
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// Cloud body (lit top + shadow bottom)
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'vec3 cloudCol = mix(uCloudShadow, uCloud, horizon);',
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// Add light tint to the lit side
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'cloudCol = mix(cloudCol, uLight, cloud * horizon * 0.4 * uDayProgress);',
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// Final composite: sky where there's no cloud, cloud where there is
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'vec3 col = mix(sky, cloudCol, cloud);',
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// At night, blend everything toward bg color (darken)
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'col = mix(col, mix(uBg, cloudCol, 0.3), (1.0 - uDayProgress) * 0.5);',
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'gl_FragColor = vec4(col, 1.0);',
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'}'
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].join('\n');
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@@ -108,34 +127,51 @@ function init(canvas) {
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var uTime = gl.getUniformLocation(prog, 'uTime');
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var uSky = gl.getUniformLocation(prog, 'uSky');
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var uCloud = gl.getUniformLocation(prog, 'uCloud');
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var uCloudShadow = gl.getUniformLocation(prog, 'uCloudShadow');
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var uLight = gl.getUniformLocation(prog, 'uLight');
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var uBg = gl.getUniformLocation(prog, 'uBg');
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var uSpeed = gl.getUniformLocation(prog, 'uSpeed');
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var uDensity = gl.getUniformLocation(prog, 'uDensity');
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var uDayProgress = gl.getUniformLocation(prog, 'uDayProgress');
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return {
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gl: gl, prog: prog, buf: buf, aPos: aPos,
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uRes: uRes, uTime: uTime, uSky: uSky, uCloud: uCloud,
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uLight: uLight, uSpeed: uSpeed
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uCloudShadow: uCloudShadow, uLight: uLight, uBg: uBg,
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uSpeed: uSpeed, uDensity: uDensity, uDayProgress: uDayProgress
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};
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}
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function hex(r, g, b) { return [r/255, g/255, b/255]; }
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// Convert 24-bit int (0xRRGGBB) to [r,g,b] 0..1 floats.
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// Theme-agnostic: caller decides what colour value to pass in.
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function hex(rgb) {
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return [((rgb >> 16) & 255) / 255,
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((rgb >> 8) & 255) / 255,
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(rgb & 255) / 255];
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}
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// Cloud density per weather (0 = clear, 1 = overcast).
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// Names mirror the weather themes defined in background.html.
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var WEATHER_DENSITY = {
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sunny: 0.20,
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cloudy: 0.70,
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stormy: 1.00,
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night: 0.45
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};
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window.clouds2dRender = function(target) {
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if (!target || typeof target !== 'object') {
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console.error('clouds2d: invalid target');
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return;
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}
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// Get or create the WebGL canvas
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var canvas = target.__clouds2dCanvas;
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if (!canvas) {
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// Replace the target's content with a WebGL canvas
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canvas = document.createElement('canvas');
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canvas.style.position = 'absolute';
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canvas.style.top = '0';
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canvas.style.left = '0';
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canvas.style.width = '100%';
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canvas.style.height = '100%';
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// Empty the target and insert the canvas as the only child
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while (target.firstChild) target.removeChild(target.firstChild);
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target.appendChild(canvas);
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target.style.position = 'relative';
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@@ -164,20 +200,38 @@ window.clouds2dRender = function(target) {
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gl.uniform2f(s.uRes, canvas.width, canvas.height);
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gl.uniform1f(s.uTime, performance.now() / 1000);
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var sky = [0.39, 0.54, 0.78];
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var cloud = [0.43, 0.43, 0.43];
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var light = [0.89, 0.87, 0.82];
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var cfg = window.CONFIG || {};
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var theme = (cfg.currentWeatherTheme || (cfg.weatherThemes && cfg.weatherThemes[cfg.theme])) || null;
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if (theme) {
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sky = hex((theme.skyColor >> 16) & 255, (theme.skyColor >> 8) & 255, theme.skyColor & 255);
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cloud = hex((theme.cloudColor >> 16) & 255, (theme.cloudColor >> 8) & 255, theme.cloudColor & 255);
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light = hex((theme.lightColor >> 16) & 255, (theme.lightColor >> 8) & 255, theme.lightColor & 255);
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// Pull palette + weather from globals (set by animate() in background.html).
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// No hardcoded fallbacks: until the parent has published a palette we
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// skip the draw and leave the WebGL context cleared. This keeps the
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// renderer 100% theme-agnostic — the parent fully owns colour decisions.
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var pal = window.__currentPalette;
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if (!pal) {
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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return;
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}
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gl.uniform3fv(s.uSky, sky);
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gl.uniform3fv(s.uCloud, cloud);
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gl.uniform3fv(s.uLight, light);
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gl.uniform1f(s.uSpeed, 1.0);
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var weather = window.__currentWeatherName;
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var dayProgress = window.__currentDayProgress;
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var themeSpeed = window.__currentThemeSpeed;
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gl.uniform3fv(s.uSky, hex(pal.sky));
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gl.uniform3fv(s.uCloud, hex(pal.cloud));
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gl.uniform3fv(s.uCloudShadow, hex(pal.cloudShadow !== undefined ? pal.cloudShadow : pal.sky));
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gl.uniform3fv(s.uLight, hex(pal.light));
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gl.uniform3fv(s.uBg, hex(pal.bg));
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var density = (weather && WEATHER_DENSITY[weather] !== undefined)
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? WEATHER_DENSITY[weather] : 0.5;
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gl.uniform1f(s.uDensity, density);
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var day = (typeof dayProgress === 'number')
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? 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);
|
||||
};
|
||||
|
||||
Reference in new issue
Block a user