diff --git a/vendor/clouds3d.js b/vendor/clouds3d.js index 48a0b9b..bd899a1 100644 --- a/vendor/clouds3d.js +++ b/vendor/clouds3d.js @@ -186,16 +186,16 @@ var FRAG_SRC = [ // The detail octave weighs at most 0.20 and fades to zero with // distance; past soft = 0.95 it contributes under 1 %, so the whole // 4-octave lookup is skipped for the (numerous) far samples. - 'if (soft < 0.95) {', - 'float d = fbm3(cp * 1.4 + vec3(uTime * 0.04, 7.3, uTime * 0.03));', - 'n = n + d * mix(0.20, 0.0, soft);', + 'if (soft < 0.45) {', + 'float d = fbm3(cp * 1.15 + vec3(uTime * 0.04, 7.3, uTime * 0.03));', + 'n = n + d * mix(0.12, 0.0, soft / 0.45);', '}', // Cloud layer between uCloudBot and uCloudTop, densest in the // middle (bell curve). The layer follows the Earth curvature. 'float h = clamp((py - uCloudBot) / (uCloudTop - uCloudBot), 0.0, 1.0);', 'float profile = 4.0 * h * (1.0 - h); // bell curve', 'profile = max(profile, 0.0);', - 'return smoothstep(baseThresh, baseThresh + 0.30 + soft * 0.25, n) * profile;', + 'return smoothstep(baseThresh, baseThresh + 0.45 + soft * 0.35, n) * profile;', '}', // Star field: project ray onto a far sphere, hash-grid for // positions. Visible above the horizon at night with a small @@ -498,13 +498,13 @@ var FRAG_SRC = [ 'float trans = 1.0;', 'for (int i = 0; i < 24; i++) {', 'vec3 p = ro + rd * t;', - 'p.y += (ign(gl_FragCoord.xy + vec2(float(i) * 7.13, float(i) * 3.71)) - 0.5) * stepSize;', + 'p.y += (ign(gl_FragCoord.xy + vec2(float(i) * 7.13, float(i) * 3.71)) - 0.5) * stepSize * 0.35;', 'float py = p.y + earthDrop(p.xz);', 'if (py > uCloudTop || py < uCloudBot - 0.1) break;', 'if (tTerrain > 0.0 && t >= tTerrain) break;', - 'float cSoft = smoothstep(7.0, 20.0, t);', + 'float cSoft = smoothstep(3.0, 14.0, t);', 'float d = cloudDensity(p, baseThresh, cSoft);', - 'if (d > 0.005) {', + 'if (d > 0.02) {', 'float lit = clamp((py - uCloudBot) / ((uCloudTop - uCloudBot) * 1.167), 0.0, 1.0);', 'vec3 cloudCol;', 'if (uPhysical > 0.5) {', @@ -537,7 +537,7 @@ var FRAG_SRC = [ 'cloudCol = mix(uCloudShadow, uCloud, 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 * 1.15, 0.0, 1.0);', 'cloudSum += cloudCol * alpha * trans;', 'trans *= (1.0 - alpha);', 'if (trans < 0.04) break;', @@ -702,14 +702,14 @@ var CLOUD_SAMPLER_GLSL = [ // The detail octave weighs at most 0.20 and fades to zero with // distance; past soft = 0.95 it contributes under 1 %, so the whole // 4-octave lookup is skipped for the (numerous) far samples. - 'if (soft < 0.95) {', - 'float d = fbm3(cp * 1.4 + vec3(uTime * 0.04, 7.3, uTime * 0.03));', - 'n = n + d * mix(0.20, 0.0, soft);', + 'if (soft < 0.45) {', + 'float d = fbm3(cp * 1.15 + vec3(uTime * 0.04, 7.3, uTime * 0.03));', + 'n = n + d * mix(0.12, 0.0, soft / 0.45);', '}', 'float h = clamp((py - uCloudBot) / (uCloudTop - uCloudBot), 0.0, 1.0);', 'float profile = 4.0 * h * (1.0 - h);', 'profile = max(profile, 0.0);', - 'return smoothstep(baseThresh, baseThresh + 0.30 + soft * 0.25, n) * profile;', + 'return smoothstep(baseThresh, baseThresh + 0.45 + soft * 0.35, n) * profile;', '}', ].join('\n'); @@ -808,7 +808,7 @@ var TERRAIN_FRAG_SRC = [ 'float dens = 0.0;', 'for (int ci = 0; ci < 5; ci++) {', 'float tt = mix(tBot, tTop, (float(ci) + 0.5) / 5.0);', - 'dens += cloudDensity(vWorld + uSunDir * tt, baseTh, smoothstep(7.0, 20.0, tt));', + 'dens += cloudDensity(vWorld + uSunDir * tt, baseTh, smoothstep(3.0, 14.0, tt));', '}', 'cShadow = mix(uCloudShadowFloor, 1.0,', ' exp(-dens * uCloudShadowDensity));',