sun: halve disc size and add brightness gain

This commit is contained in:
Richard Zink committed 2026-10-13 08:30:41 +02:00
1 parent b5c0030192
commit 8f31ff8839
2 files changed
+9 -3

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@@ -142,6 +142,7 @@ var FRAG_SRC = [
'uniform float uMoonFlipU;',
'uniform float uMoonFlipV;',
'uniform float uSunR;', // sun disc angular radius (radians)
'uniform float uSunDiscGain;', // sun disc/halo brightness gain
// 3D hash and value noise
'float hash3(vec3 p) {',
'p = fract(p * vec3(0.1031, 0.1030, 0.0973));',
@@ -588,7 +589,7 @@ var FRAG_SRC = [
'float discS = 1.0 - smoothstep(uSunR * 0.86, uSunR, angS);',
'float haloS = exp(-angN * 55.0) * 0.30 + exp(-angN * 14.0) * 0.12;',
'vec3 sunCol = mix(uLight, vec3(1.0, 0.92, 0.72), 0.35);',
'col += sunCol * (discS * 1.15 + haloS) * (1.0 - nightFactor * 0.85);',
'col += sunCol * (discS * 1.15 + haloS) * uSunDiscGain * (1.0 - nightFactor * 0.85);',
'}',
// ---- Moon disc: lunar map + geometric terminator --------------
// The near side always faces the observer, so the map is sampled
@@ -1312,7 +1313,7 @@ function init(canvas) {
uMoonTex: uMoonTex, uMoonTexOn: uMoonTexOn, uMoonR: uMoonR,
uMoonFrac: uMoonFrac, uMoonEarth: uMoonEarth, uMoonLimb: uMoonLimb,
uMoonBright: uMoonBright, uMoonHalo: uMoonHalo,
uMoonFlipU: uMoonFlipU, uMoonFlipV: uMoonFlipV, uSunR: uSunR,
uMoonFlipU: uMoonFlipU, uMoonFlipV: uMoonFlipV, uSunR: uSunR, uSunDiscGain: gl.getUniformLocation(prog, 'uSunDiscGain'),
// terrain program
terrain: {
prog: terrainProg,
@@ -2786,6 +2787,7 @@ var MOON_FLIP_V = MOON_CFG.flipV ? 1 : 0;
var SUN_CFG = (window.CONFIG && window.CONFIG.sun) || {};
var SUN_ANG_R = (typeof SUN_CFG.angularRadius === 'number')
? Math.max(0.00465, SUN_CFG.angularRadius) : 0.00465 * 12;
var SUN_DISC_GAIN = (typeof SUN_CFG.brightness === 'number') ? Math.max(0, SUN_CFG.brightness) : 1.0;
var MOON_TEX_SRC = (typeof window.__moonTex === 'string' && window.__moonTex)
? window.__moonTex
: ((typeof MOON_CFG.texture === 'string' && MOON_CFG.texture) ? MOON_CFG.texture : 'vendor/moon.jpg');
@@ -7174,6 +7176,7 @@ window.clouds3dRender = function(target) {
gl.uniform1f(s.uMoonFlipU, MOON_FLIP_U);
gl.uniform1f(s.uMoonFlipV, MOON_FLIP_V);
gl.uniform1f(s.uSunR, SUN_ANG_R);
gl.uniform1f(s.uSunDiscGain, SUN_DISC_GAIN);
// texture path: RA alpha must land at world angle alpha + PI/2 - LST,
// which with u = fract(0.5 + (H + uStarLon)/2PI) means uStarLon = LST - 3PI/2
var _sidTex = starSidereal();