Fix night sky: visible clouds, real moon-driven darkening

Three coordinated changes:
1. nightPaletteNew.cloud: void -> raised (slightly lighter than
   sky) so clouds have contrast against the new-moon sky
2. nightPaletteFull.cloudShadow: panel -> void so cloud undersides
   fade into the night sky, while the lit topsides (border) stand
   out clearly
3. getNightColor() now keeps 'light' (moonlight) bright and only
   partially darkens sky/bg. The previous version squashed
   everything toward black, killing cloud structure.

Shader side:
- max(0.15, uDayProgress) keeps a baseline moonlight tint on the
  lit side of clouds even when uDayProgress happens to be 0
- The final darken pass is now driven by nightFactor (sunAlt-based)
  instead of the unreliable uDayProgress
This commit is contained in:
Richard Zink committed 2026-10-07 19:25:50 +02:00
1 parent 58f1ecbc61
commit 673ed6cf0f
3 files changed
+48 -35

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+25 -17
View File
@@ -1480,14 +1480,15 @@ if (useVanta && typeof VANTA !== 'undefined') {
// Rebuild palette // Rebuild palette
window.sunPalettes = [ window.sunPalettes = [
{ alt: -Math.PI / 2, sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 }, { alt: -Math.PI / 2, sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: -0.1, sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 }, { alt: -0.262, sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: -0.087, sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: 0.0, sky: hexToInt(ASH.rust), cloud: hexToInt(ASH.border), light: hexToInt(ASH.gold), bg: hexToInt(ASH.rust), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.gold), sunLight: hexToInt(ASH.ember), sunVis: 0.8 }, { alt: 0.0, sky: hexToInt(ASH.rust), cloud: hexToInt(ASH.border), light: hexToInt(ASH.gold), bg: hexToInt(ASH.rust), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.gold), sunLight: hexToInt(ASH.ember), sunVis: 0.8 },
{ alt: 0.15, sky: hexToInt(ASH.blood), cloud: hexToInt(ASH.border), light: hexToInt(ASH.ember), bg: hexToInt(ASH.blood), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.ember), sunLight: hexToInt(ASH.ember), sunVis: 0.7 }, { alt: 0.087, sky: hexToInt(ASH.blood), cloud: hexToInt(ASH.border), light: hexToInt(ASH.ember), bg: hexToInt(ASH.blood), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.ember), sunLight: hexToInt(ASH.ember), sunVis: 0.7 },
{ alt: 0.4, sky: hexToInt(ASH.steel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.steel), cloudShadow: hexToInt(ASH.steel), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 }, { alt: 0.4, sky: hexToInt(ASH.steel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.steel), cloudShadow: hexToInt(ASH.steel), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 },
{ alt: Math.PI / 2, sky: hexToInt(ASH.steelLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.steelLight), cloudShadow: hexToInt(ASH.steelLight), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 } { alt: Math.PI / 2, sky: hexToInt(ASH.steelLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.steelLight), cloudShadow: hexToInt(ASH.steelLight), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 }
]; ];
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) }; window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.raised), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) }; window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
window.weatherThemes = { window.weatherThemes = {
sunny: { sunny: {
skyColor: hexToInt(ASH.steelLight), skyColor: hexToInt(ASH.steelLight),
@@ -1524,18 +1525,23 @@ if (useVanta && typeof VANTA !== 'undefined') {
// altitude in radians: -pi/2 (below) to pi/2 (zenith) // altitude in radians: -pi/2 (below) to pi/2 (zenith)
// Sun position palette (altitude-based) - all colors from current theme // Sun position palette (altitude-based) - all colors from current theme
// altitude in radians: -pi/2 (below) to pi/2 (zenith) // altitude in radians: -pi/2 (below) to pi/2 (zenith)
window.sunPalettes = [ // Compressed twilight: dusk and dawn palette entries are now at
// -5deg / +5deg so the sunset transition completes within roughly
// an hour of clock time. -15deg is already full-night (void), so
// the sky is properly dark by ~1h after sunset.
window.sunPalettes = [
{ alt: -Math.PI / 2, sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 }, { alt: -Math.PI / 2, sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: -0.1, sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 }, { alt: -0.262, sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: -0.087, sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: 0.0, sky: hexToInt(ASH.rust), cloud: hexToInt(ASH.border), light: hexToInt(ASH.gold), bg: hexToInt(ASH.rust), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.gold), sunLight: hexToInt(ASH.ember), sunVis: 0.8 }, { alt: 0.0, sky: hexToInt(ASH.rust), cloud: hexToInt(ASH.border), light: hexToInt(ASH.gold), bg: hexToInt(ASH.rust), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.gold), sunLight: hexToInt(ASH.ember), sunVis: 0.8 },
{ alt: 0.15, sky: hexToInt(ASH.blood), cloud: hexToInt(ASH.border), light: hexToInt(ASH.ember), bg: hexToInt(ASH.blood), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.ember), sunLight: hexToInt(ASH.ember), sunVis: 0.7 }, { alt: 0.087, sky: hexToInt(ASH.blood), cloud: hexToInt(ASH.border), light: hexToInt(ASH.ember), bg: hexToInt(ASH.blood), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.ember), sunLight: hexToInt(ASH.ember), sunVis: 0.7 },
{ alt: 0.4, sky: hexToInt(ASH.steel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.steel), cloudShadow: hexToInt(ASH.steel), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 }, { alt: 0.4, sky: hexToInt(ASH.steel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.steel), cloudShadow: hexToInt(ASH.steel), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 },
{ alt: Math.PI / 2, sky: hexToInt(ASH.steelLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.steelLight), cloudShadow: hexToInt(ASH.steelLight), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 } { alt: Math.PI / 2, sky: hexToInt(ASH.steelLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.steelLight), cloudShadow: hexToInt(ASH.steelLight), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 }
]; ];
// Night palette based on moon phase (0 = new, 0.5 = full, 1 = new) - Ash colors // Night palette based on moon phase (0 = new, 0.5 = full, 1 = new) - Ash colors
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) }; window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.raised), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) }; window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
var MIN_NIGHT_BRIGHTNESS = 0.25; // minimum night brightness (even at new moon) var MIN_NIGHT_BRIGHTNESS = 0.25; // minimum night brightness (even at new moon)
@@ -1584,16 +1590,18 @@ if (useVanta && typeof VANTA !== 'undefined') {
sunGlare: lerpColor(window.nightPaletteNew.sunGlare, window.nightPaletteFull.sunGlare, s), sunGlare: lerpColor(window.nightPaletteNew.sunGlare, window.nightPaletteFull.sunGlare, s),
sunLight: lerpColor(window.nightPaletteNew.sunLight, window.nightPaletteFull.sunLight, s) sunLight: lerpColor(window.nightPaletteNew.sunLight, window.nightPaletteFull.sunLight, s)
}; };
// Pull the whole night palette down by 'darkness' (a value // 'light' is moonlight shining ON clouds / stars — keep it
// 0..1 toward pure black) so new-moon skies are visibly darker // bright. Only sky / bg / bg-adjacent get the new-moon
// than day, and full-moon skies still have some colour. // darkening, and only partially (otherwise new-moon nights
// are pitch black with no cloud structure).
var darkness = 1.0 - (MIN_NIGHT_BRIGHTNESS + (1 - MIN_NIGHT_BRIGHTNESS) * s); var darkness = 1.0 - (MIN_NIGHT_BRIGHTNESS + (1 - MIN_NIGHT_BRIGHTNESS) * s);
var shift = -Math.round(255 * darkness * 0.4);
return { return {
sky: shiftColor(c.sky, -Math.round(255 * darkness * 0.6)), sky: shiftColor(c.sky, shift),
cloud: shiftColor(c.cloud, -Math.round(255 * darkness * 0.6)), cloud: c.cloud, // keep contrast vs sky
light: shiftColor(c.light, -Math.round(255 * darkness * 0.6)), light: c.light, // moonlight stays bright
bg: shiftColor(c.bg, -Math.round(255 * darkness * 0.6)), bg: shiftColor(c.bg, shift),
cloudShadow: c.cloudShadow, cloudShadow: shiftColor(c.cloudShadow, Math.round(-shift * 0.5)),
sun: c.sun, sun: c.sun,
sunGlare: c.sunGlare, sunGlare: c.sunGlare,
sunLight: c.sunLight sunLight: c.sunLight
+14 -12
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@@ -634,8 +634,8 @@ if (useVanta && typeof VANTA !== 'undefined') {
{ alt: 0.4, sky: hexToInt(ASH.steel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.steel), cloudShadow: hexToInt(ASH.steel), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 }, { alt: 0.4, sky: hexToInt(ASH.steel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.steel), cloudShadow: hexToInt(ASH.steel), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 },
{ alt: Math.PI / 2, sky: hexToInt(ASH.steelLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.steelLight), cloudShadow: hexToInt(ASH.steelLight), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 } { alt: Math.PI / 2, sky: hexToInt(ASH.steelLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.steelLight), cloudShadow: hexToInt(ASH.steelLight), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 }
]; ];
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) }; window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.raised), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) }; window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
window.weatherThemes = { window.weatherThemes = {
sunny: { sunny: {
skyColor: hexToInt(ASH.steelLight), skyColor: hexToInt(ASH.steelLight),
@@ -687,8 +687,8 @@ window.sunPalettes = [
]; ];
// Night palette based on moon phase (0 = new, 0.5 = full, 1 = new) - Ash colors // Night palette based on moon phase (0 = new, 0.5 = full, 1 = new) - Ash colors
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) }; window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.raised), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) }; window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
var MIN_NIGHT_BRIGHTNESS = 0.25; // minimum night brightness (even at new moon) var MIN_NIGHT_BRIGHTNESS = 0.25; // minimum night brightness (even at new moon)
@@ -737,16 +737,18 @@ window.sunPalettes = [
sunGlare: lerpColor(window.nightPaletteNew.sunGlare, window.nightPaletteFull.sunGlare, s), sunGlare: lerpColor(window.nightPaletteNew.sunGlare, window.nightPaletteFull.sunGlare, s),
sunLight: lerpColor(window.nightPaletteNew.sunLight, window.nightPaletteFull.sunLight, s) sunLight: lerpColor(window.nightPaletteNew.sunLight, window.nightPaletteFull.sunLight, s)
}; };
// Pull the whole night palette down by 'darkness' (a value // 'light' is moonlight shining ON clouds / stars — keep it
// 0..1 toward pure black) so new-moon skies are visibly darker // bright. Only sky / bg / bg-adjacent get the new-moon
// than day, and full-moon skies still have some colour. // darkening, and only partially (otherwise new-moon nights
// are pitch black with no cloud structure).
var darkness = 1.0 - (MIN_NIGHT_BRIGHTNESS + (1 - MIN_NIGHT_BRIGHTNESS) * s); var darkness = 1.0 - (MIN_NIGHT_BRIGHTNESS + (1 - MIN_NIGHT_BRIGHTNESS) * s);
var shift = -Math.round(255 * darkness * 0.4);
return { return {
sky: shiftColor(c.sky, -Math.round(255 * darkness * 0.6)), sky: shiftColor(c.sky, shift),
cloud: shiftColor(c.cloud, -Math.round(255 * darkness * 0.6)), cloud: c.cloud, // keep contrast vs sky
light: shiftColor(c.light, -Math.round(255 * darkness * 0.6)), light: c.light, // moonlight stays bright
bg: shiftColor(c.bg, -Math.round(255 * darkness * 0.6)), bg: shiftColor(c.bg, shift),
cloudShadow: c.cloudShadow, cloudShadow: shiftColor(c.cloudShadow, Math.round(-shift * 0.5)),
sun: c.sun, sun: c.sun,
sunGlare: c.sunGlare, sunGlare: c.sunGlare,
sunLight: c.sunLight sunLight: c.sunLight
+9 -6
View File
@@ -141,12 +141,13 @@ var FRAG_SRC = [
'float skyT = clamp(rd.y * 0.7 + 0.5, 0.0, 1.0);', 'float skyT = clamp(rd.y * 0.7 + 0.5, 0.0, 1.0);',
'vec3 col = mix(uBg, uSky, skyT);', 'vec3 col = mix(uBg, uSky, skyT);',
// Stars: hash-grid sphere, above horizon, only at night. // Stars: hash-grid sphere, above horizon, only at night.
// Night = sun altitude below 0. Visibility extends well into the // Night = sun altitude below 0. Visibility extends well into the
// lower half of the sky so the airplane-cockpit view shows stars // lower half of the sky so the airplane-cockpit view shows stars
// from the horizon up. // from the horizon up.
'float nightFactor = smoothstep(0.05, -0.15, uSunAlt);', 'float nightFactor = smoothstep(0.05, -0.15, uSunAlt);',
'float skyMask = smoothstep(-0.10, 0.30, rd.y);', 'float skyMask = smoothstep(-0.10, 0.30, rd.y);',
'float stars = starField(rd) * skyMask * nightFactor;', 'float stars = starField(rd) * skyMask * nightFactor;',
// (nightFactor is also used below for the final darken pass.)',
'col = mix(col, uLight, clamp(stars, 0.0, 1.0) * 0.9);', 'col = mix(col, uLight, clamp(stars, 0.0, 1.0) * 0.9);',
// Density threshold: weather 'sunny' -> high (sparse clouds), // Density threshold: weather 'sunny' -> high (sparse clouds),
// 'stormy' -> low (overcast deck). // 'stormy' -> low (overcast deck).
@@ -169,7 +170,7 @@ var FRAG_SRC = [
'float lit = clamp((p.y + 0.3) / 2.1, 0.0, 1.0);', 'float lit = clamp((p.y + 0.3) / 2.1, 0.0, 1.0);',
'vec3 cloudCol = mix(uCloudShadow, uCloud, lit);', 'vec3 cloudCol = mix(uCloudShadow, uCloud, lit);',
// Sun tint on the lit side, fades at night // Sun tint on the lit side, fades at night
'cloudCol = mix(cloudCol, uLight, uDayProgress * 0.35 * lit);', 'cloudCol = mix(cloudCol, uLight, max(0.15, uDayProgress) * 0.35 * lit);',
'float alpha = clamp(d * stepSize * 0.9, 0.0, 1.0);', 'float alpha = clamp(d * stepSize * 0.9, 0.0, 1.0);',
'col = mix(col, cloudCol, alpha * trans);', 'col = mix(col, cloudCol, alpha * trans);',
'trans *= (1.0 - alpha);', 'trans *= (1.0 - alpha);',
@@ -177,8 +178,10 @@ var FRAG_SRC = [
'}', '}',
't += stepSize;', 't += stepSize;',
'}', '}',
// Night darkening // Night darkening — driven by sun altitude, not uDayProgress
'col = mix(col, mix(uBg, col, 0.4), (1.0 - uDayProgress) * 0.55);', // (uDayProgress is the 0..1 clock progress through 24h, which
// is not the same as 'is it night').
'col = mix(col, mix(uBg, col, 0.4), nightFactor * 0.45);',
'gl_FragColor = vec4(col, 1.0);', 'gl_FragColor = vec4(col, 1.0);',
'}' '}'
].join('\n'); ].join('\n');