clouds: reduce raymarch jitter and high-frequency boiling
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@@ -186,16 +186,16 @@ var FRAG_SRC = [
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// The detail octave weighs at most 0.20 and fades to zero with
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// distance; past soft = 0.95 it contributes under 1 %, so the whole
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// 4-octave lookup is skipped for the (numerous) far samples.
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'if (soft < 0.95) {',
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'float d = fbm3(cp * 1.4 + vec3(uTime * 0.04, 7.3, uTime * 0.03));',
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'n = n + d * mix(0.20, 0.0, soft);',
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'if (soft < 0.45) {',
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'float d = fbm3(cp * 1.15 + vec3(uTime * 0.04, 7.3, uTime * 0.03));',
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'n = n + d * mix(0.12, 0.0, soft / 0.45);',
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'}',
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// Cloud layer between uCloudBot and uCloudTop, densest in the
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// middle (bell curve). The layer follows the Earth curvature.
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'float h = clamp((py - uCloudBot) / (uCloudTop - uCloudBot), 0.0, 1.0);',
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'float profile = 4.0 * h * (1.0 - h); // bell curve',
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'profile = max(profile, 0.0);',
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'return smoothstep(baseThresh, baseThresh + 0.30 + soft * 0.25, n) * profile;',
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'return smoothstep(baseThresh, baseThresh + 0.45 + soft * 0.35, n) * profile;',
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'}',
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// Star field: project ray onto a far sphere, hash-grid for
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// positions. Visible above the horizon at night with a small
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@@ -498,13 +498,13 @@ var FRAG_SRC = [
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'float trans = 1.0;',
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'for (int i = 0; i < 24; i++) {',
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'vec3 p = ro + rd * t;',
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'p.y += (ign(gl_FragCoord.xy + vec2(float(i) * 7.13, float(i) * 3.71)) - 0.5) * stepSize;',
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'p.y += (ign(gl_FragCoord.xy + vec2(float(i) * 7.13, float(i) * 3.71)) - 0.5) * stepSize * 0.35;',
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'float py = p.y + earthDrop(p.xz);',
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'if (py > uCloudTop || py < uCloudBot - 0.1) break;',
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'if (tTerrain > 0.0 && t >= tTerrain) break;',
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'float cSoft = smoothstep(7.0, 20.0, t);',
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'float cSoft = smoothstep(3.0, 14.0, t);',
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'float d = cloudDensity(p, baseThresh, cSoft);',
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'if (d > 0.005) {',
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'if (d > 0.02) {',
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'float lit = clamp((py - uCloudBot) / ((uCloudTop - uCloudBot) * 1.167), 0.0, 1.0);',
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'vec3 cloudCol;',
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'if (uPhysical > 0.5) {',
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@@ -537,7 +537,7 @@ var FRAG_SRC = [
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'cloudCol = mix(uCloudShadow, uCloud, lit);',
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'cloudCol = mix(cloudCol, uLight, max(0.15, uDayProgress) * 0.35 * lit);',
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'}',
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'float alpha = clamp(d * stepSize * 0.9, 0.0, 1.0);',
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'float alpha = clamp(d * stepSize * 1.15, 0.0, 1.0);',
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'cloudSum += cloudCol * alpha * trans;',
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'trans *= (1.0 - alpha);',
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'if (trans < 0.04) break;',
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@@ -702,14 +702,14 @@ var CLOUD_SAMPLER_GLSL = [
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// The detail octave weighs at most 0.20 and fades to zero with
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// distance; past soft = 0.95 it contributes under 1 %, so the whole
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// 4-octave lookup is skipped for the (numerous) far samples.
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'if (soft < 0.95) {',
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'float d = fbm3(cp * 1.4 + vec3(uTime * 0.04, 7.3, uTime * 0.03));',
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'n = n + d * mix(0.20, 0.0, soft);',
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'if (soft < 0.45) {',
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'float d = fbm3(cp * 1.15 + vec3(uTime * 0.04, 7.3, uTime * 0.03));',
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'n = n + d * mix(0.12, 0.0, soft / 0.45);',
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'}',
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'float h = clamp((py - uCloudBot) / (uCloudTop - uCloudBot), 0.0, 1.0);',
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'float profile = 4.0 * h * (1.0 - h);',
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'profile = max(profile, 0.0);',
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'return smoothstep(baseThresh, baseThresh + 0.30 + soft * 0.25, n) * profile;',
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'return smoothstep(baseThresh, baseThresh + 0.45 + soft * 0.35, n) * profile;',
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'}',
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].join('\n');
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@@ -808,7 +808,7 @@ var TERRAIN_FRAG_SRC = [
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'float dens = 0.0;',
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'for (int ci = 0; ci < 5; ci++) {',
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'float tt = mix(tBot, tTop, (float(ci) + 0.5) / 5.0);',
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'dens += cloudDensity(vWorld + uSunDir * tt, baseTh, smoothstep(7.0, 20.0, tt));',
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'dens += cloudDensity(vWorld + uSunDir * tt, baseTh, smoothstep(3.0, 14.0, tt));',
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'}',
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'cShadow = mix(uCloudShadowFloor, 1.0,',
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' exp(-dens * uCloudShadowDensity));',
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