clouds3d: anti-flicker dither + softer smoothstep
The cloud horizon flickered when the camera was far from the deck because the regular raymarch steps aligned with the cloud boundary. Two cheap fixes: - Per-pixel jitter (hash21 of gl_FragCoord + uTime) shifts each ray's start by up to one stepSize; the brain averages the random offsets into a smooth edge - Wider smoothstep (0.18 -> 0.24) softens the binary cloud/no-cloud boundary the jitter is now dithering across
This commit is contained in:
1 parent
5e66cdfa2b
commit
65af0bf2f0
1 file changed
+13
-1
Vendored
+13
-1
@@ -68,6 +68,14 @@ var FRAG_SRC = [
|
||||
'p += dot(p, p.yxz + 33.33);',
|
||||
'return fract((p.x + p.y) * p.z);',
|
||||
'}',
|
||||
// 2D hash for per-pixel dithering. Adding uTime to the input
|
||||
// means the dither pattern changes each frame so noise doesn't
|
||||
// crawl on slow camera motion.
|
||||
'float hash21(vec2 p) {',
|
||||
'p = fract(p * vec2(123.34, 456.21));',
|
||||
'p += dot(p, p + 45.32);',
|
||||
'return fract(p.x * p.y);',
|
||||
'}',
|
||||
'float noise3(vec3 p) {',
|
||||
'vec3 i = floor(p);',
|
||||
'vec3 f = fract(p);',
|
||||
@@ -97,7 +105,7 @@ var FRAG_SRC = [
|
||||
'float h = clamp((p.y + 0.3) / 1.8, 0.0, 1.0);',
|
||||
'float profile = 4.0 * h * (1.0 - h); // bell curve',
|
||||
'profile = max(profile, 0.0);',
|
||||
'return smoothstep(baseThresh, baseThresh + 0.18, n) * profile;',
|
||||
'return smoothstep(baseThresh, baseThresh + 0.24, n) * profile;',
|
||||
'}',
|
||||
// Star field: project ray onto a far sphere, hash-grid for
|
||||
// positions. Visible above the horizon at night with a small
|
||||
@@ -146,6 +154,10 @@ var FRAG_SRC = [
|
||||
// Skip the gap between camera and cloud top so we don't waste
|
||||
// steps marching through clear sky. ray-Y = 1.5 = cloud ceiling.
|
||||
'float t = (ro.y > 1.5 && rd.y < -0.001) ? (ro.y - 1.5) / -rd.y : 0.0;',
|
||||
// Per-pixel jitter (up to one stepSize) breaks the regular
|
||||
// marching pattern that causes flickering at the cloud horizon.
|
||||
// Re-keyed each frame so the noise does not crawl.
|
||||
't += hash21(gl_FragCoord.xy + uTime) * 0.85;',
|
||||
'float stepSize = 0.85;',
|
||||
'float trans = 1.0;',
|
||||
'for (int i = 0; i < 18; i++) {',
|
||||
|
||||
Reference in new issue
Block a user