More cloud structure: 4 fBm layers, 4 octaves each

Density reverted to original 0.20/0.70/1.00/0.45 but structure
denser than ever:
- fbm3: 3 -> 4 octaves (more detail at fine scales)
- cloudDensity: 4 layers (base + mid 35% + fine1 18% + fine2 10%)
- smoothstep 0.24 -> 0.20 for tighter cloud edges
Cost: 4 fbm * 4 octaves = 16 noise3 samples per step * 18 steps
= 288 samples per pixel. Watch FPS on low-end GPUs.
This commit is contained in:
Richard Zink committed 2026-10-07 20:07:20 +02:00
1 parent 42c078a407
commit 595b22aac1
2 files changed
+17 -18

No files matched your search

+3 -3
View File
@@ -122,10 +122,10 @@ function hex(rgb) {
} }
var WEATHER_DENSITY = { var WEATHER_DENSITY = {
sunny: 0.65, sunny: 0.20,
cloudy: 0.90, cloudy: 0.70,
stormy: 1.00, stormy: 1.00,
night: 0.75 night: 0.45
}; };
// Load the noise image and upload it as a REPEAT-wrapped texture. // Load the noise image and upload it as a REPEAT-wrapped texture.
+14 -15
View File
@@ -90,30 +90,29 @@ var FRAG_SRC = [
'float fbm3(vec3 p) {', 'float fbm3(vec3 p) {',
'float v = 0.0;', 'float v = 0.0;',
'float a = 0.5;', 'float a = 0.5;',
'for (int i = 0; i < 3; i++) {', 'for (int i = 0; i < 4; i++) {',
'v += a * noise3(p);', 'v += a * noise3(p);',
'p = p * 2.03 + vec3(13.7, 7.1, 19.3);', 'p = p * 2.03 + vec3(13.7, 7.1, 19.3);',
'a *= 0.5;', 'a *= 0.5;',
'}', '}',
'return v;', 'return v;',
'}', '}',
// Density at a point in the cloud layer. Three fBm layers: the // Density at a point in the cloud layer. Multi-layer fBm: base for
// base one at low frequency gives the large puffs, the mid // the large puffs, mid layer for secondary structure, two fine
// detail layer breaks up the silhouette, the fine layer adds // layers for wispy edges. Combined gives richly textured clouds
// wispy edges. Combined the result has more visual interest than // even at low weather density.
// a single fBm.
'float cloudDensity(vec3 p, float baseThresh) {', 'float cloudDensity(vec3 p, float baseThresh) {',
'float n = fbm3(p * 0.35 + vec3(0.0, 0.0, uTime * 0.06));', 'float n = fbm3(p * 0.35 + vec3(0.0, 0.0, uTime * 0.06));',
'float d = fbm3(p * 1.4 + vec3(uTime * 0.04, 7.3, uTime * 0.03));', 'float d = fbm3(p * 1.4 + vec3(uTime * 0.04, 7.3, uTime * 0.03));',
'float f = fbm3(p * 3.2 + vec3(2.1, uTime * 0.02, 5.7));', 'float f1 = fbm3(p * 3.2 + vec3(2.1, uTime * 0.02, 5.7));',
'n = n + d * 0.30 + f * 0.12;', 'float f2 = fbm3(p * 6.5 + vec3(11.3, 4.7, uTime * 0.05));',
'n = n + d * 0.35 + f1 * 0.18 + f2 * 0.10;',
// Cloud layer thickness: between y=-0.3 (deck bottom) // Cloud layer thickness: between y=-0.3 (deck bottom)
// and y=1.5 (top), densest in the middle. // and y=1.5 (top), densest in the middle.
'float h = clamp((p.y + 0.3) / 1.8, 0.0, 1.0);', 'float h = clamp((p.y + 0.3) / 1.8, 0.0, 1.0);',
'float profile = 4.0 * h * (1.0 - h); // bell curve', 'float profile = 4.0 * h * (1.0 - h); // bell curve',
'profile = max(profile, 0.0);', 'profile = max(profile, 0.0);',
// Tighter smoothstep so the cloud edges have more detail. 'return smoothstep(baseThresh, baseThresh + 0.20, n) * profile;',
'return smoothstep(baseThresh, baseThresh + 0.16, n) * profile;',
'}', '}',
// Star field: project ray onto a far sphere, hash-grid for // Star field: project ray onto a far sphere, hash-grid for
// positions. Visible above the horizon at night with a small // positions. Visible above the horizon at night with a small
@@ -233,13 +232,13 @@ function hex(rgb) {
(rgb & 255) / 255]; (rgb & 255) / 255];
} }
// Higher density across the board so even 'sunny' shows some cloud // Cloud density per weather (0 = clear, 1 = overcast).
// structure, not just clear sky. Same mapping as clouds2d. // Names mirror the weather themes defined in background.html.
var WEATHER_DENSITY = { var WEATHER_DENSITY = {
sunny: 0.65, sunny: 0.20,
cloudy: 0.90, cloudy: 0.70,
stormy: 1.00, stormy: 1.00,
night: 0.75 night: 0.45
}; };
window.clouds3dRender = function(target) { window.clouds3dRender = function(target) {