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:
1 parent
d55f2dc1d4
commit
5e66cdfa2b
3 files changed
+22
-4
No files matched your search
Vendored
+16
-4
@@ -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);
|
||||
|
||||
Reference in new issue
Block a user