Dark night sky + slow star twinkle + moonlit clouds
clouds3d: - Star twinkle: 3 Hz ±45% -> 0.5 Hz ±15% (gentle scintillation instead of static-like flickering) - Night darkening: applied only to sky pixels via the cloud mask, not to clouds. The darkening factor jumped 0.45 -> 0.85 so the night sky really does go black around moonlit clouds. Clouds keep their uLight-tinted colour so they remain visible. clouds2d: - Same darkening approach but via multiplicative factor (no cloud mask in the 2D shader): col *= 1 - nightFactor * 0.7
This commit is contained in:
1 parent
595b22aac1
commit
48160b730f
2 files changed
+21
-12
No files matched your search
Vendored
+3
-1
@@ -110,7 +110,9 @@ var FRAG_SRC = [
|
||||
// Night darkening, driven by sun altitude (not uDayProgress
|
||||
// which is a 24h clock progress, not "is it night")
|
||||
'float nightFactor = smoothstep(0.05, -0.15, uSunAlt);',
|
||||
'col = mix(col, mix(uBg, col, 0.4), nightFactor * 0.45);',
|
||||
// Stronger than clouds3d because there's no cloud-mask
|
||||
// blending here — just multiply.
|
||||
'col *= 1.0 - nightFactor * 0.7;',
|
||||
'gl_FragColor = vec4(col, 1.0);',
|
||||
'}'
|
||||
].join('\n');
|
||||
|
||||
Reference in new issue
Block a user