clouds3d: closer cruise, sun-alt-driven stars

- Cruise altitude 2.6 -> 2.0 (just above cloud ceiling y=1.5,
  gives the 'just above the clouds' airliner feel)
- Expose __currentSunAlt (radians) from animate() so the
  renderer can tell night from day without misreading
  realDayProgress (which mixes pre-dawn + post-sunset hours)
- Replace (1 - uDayProgress) star gate by smoothstep over uSunAlt:
  nightFactor = 1 when sun is well below horizon, 0 when above
- Widen sky band so stars are visible from the horizon upward
  (cockpit-perspective frame is mostly below rd.y=0.3)
This commit is contained in:
Richard Zink committed 2026-10-07 19:14:46 +02:00
1 parent d55f2dc1d4
commit 5e66cdfa2b
3 files changed
+22 -4

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@@ -61,6 +61,7 @@ var FRAG_SRC = [
'uniform float uSpeed;',
'uniform float uDensity;',
'uniform float uDayProgress;',
'uniform float uSunAlt;', // radians, negative = below horizon (night)
// 3D hash and value noise
'float hash3(vec3 p) {',
'p = fract(p * vec3(0.1031, 0.1030, 0.0973));',
@@ -121,9 +122,9 @@ var FRAG_SRC = [
// pow(...,8) keeps dives rare: most of the time diveT≈0,
// and only spikes briefly to 1.
'float diveT = pow(0.5 + 0.5 * sin(uTime * 0.10), 8.0);',
// Cruise at y=2.6 (well above cloud ceiling y=1.5), dive to
// Cruise at y=2.0 (just above cloud ceiling y=1.5), dive to
// y=1.2 — close enough to skim the cloud top, never deep inside.
'float camY = mix(2.6, 1.2, diveT);',
'float camY = mix(2.0, 1.2, diveT);',
'vec3 ro = vec3(drift, camY, drift * 0.7);',
// Ray direction: nearly level, like looking out a cockpit
// window. Horizon sits around the middle of the frame.
@@ -132,7 +133,12 @@ var FRAG_SRC = [
'float skyT = clamp(rd.y * 0.7 + 0.5, 0.0, 1.0);',
'vec3 col = mix(uBg, uSky, skyT);',
// Stars: hash-grid sphere, above horizon, only at night.
'float stars = starField(rd) * smoothstep(0.05, 0.35, rd.y) * (1.0 - uDayProgress);',
// Night = sun altitude below 0. Visibility extends well into the
// lower half of the sky so the airplane-cockpit view shows stars
// from the horizon up.
'float nightFactor = smoothstep(0.05, -0.15, uSunAlt);',
'float skyMask = smoothstep(-0.10, 0.30, rd.y);',
'float stars = starField(rd) * skyMask * nightFactor;',
'col = mix(col, uLight, clamp(stars, 0.0, 1.0) * 0.9);',
// Density threshold: weather 'sunny' -> high (sparse clouds),
// 'stormy' -> low (overcast deck).
@@ -191,12 +197,14 @@ function init(canvas) {
var uSpeed = gl.getUniformLocation(prog, 'uSpeed');
var uDensity = gl.getUniformLocation(prog, 'uDensity');
var uDayProgress = gl.getUniformLocation(prog, 'uDayProgress');
var uSunAlt = gl.getUniformLocation(prog, 'uSunAlt');
return {
gl: gl, prog: prog, buf: buf, aPos: aPos,
uRes: uRes, uTime: uTime, uSky: uSky, uCloud: uCloud,
uCloudShadow: uCloudShadow, uLight: uLight, uBg: uBg,
uSpeed: uSpeed, uDensity: uDensity, uDayProgress: uDayProgress
uSpeed: uSpeed, uDensity: uDensity, uDayProgress: uDayProgress,
uSunAlt: uSunAlt
};
}
@@ -279,6 +287,10 @@ window.clouds3dRender = function(target) {
? Math.max(0, Math.min(1, dayProgress)) : 0.5;
gl.uniform1f(s.uDayProgress, day);
var sunAlt = (typeof window.__currentSunAlt === 'number')
? window.__currentSunAlt : 0;
gl.uniform1f(s.uSunAlt, sunAlt);
var speed = (typeof themeSpeed === 'number')
? Math.max(0.1, Math.min(3, themeSpeed)) : 1.0;
gl.uniform1f(s.uSpeed, speed);