clouds: tune cloud coverage by weather density
This commit is contained in:
1 parent
20af6dcdd5
commit
b65936d44d
2 files changed
+5
-3
No files matched your search
@@ -152,7 +152,7 @@ window.CONFIG = {
|
||||
// only ever reports sunny/cloudy/stormy, so the deck keeps that
|
||||
// coverage through the night as well - 'night' is used by the weather
|
||||
// simulation (weatherSim: true) alone.
|
||||
density: { sunny: 0.45, cloudy: 0.90, stormy: 1.00 }
|
||||
density: { sunny: 0.12, cloudy: 0.60, stormy: 0.95, night: 0.35 }
|
||||
// density: { sunny: 0.05, cloudy: 0.9, stormy: 1.0, night: 0.2 }
|
||||
},
|
||||
|
||||
|
||||
Vendored
+4
-2
@@ -684,7 +684,9 @@ var FRAG_SRC = [
|
||||
'if (tExit <= tEnter) { gl_FragColor = vec4(0.0); return; }',
|
||||
'float stepSize = (tExit - tEnter) / 24.0;',
|
||||
'float t = tEnter + stepSize * 0.5;',
|
||||
'float baseThresh = mix(0.55, 0.25, uDensity);',
|
||||
'float coverage = clamp(uDensity, 0.0, 1.0);',
|
||||
'float baseThresh = mix(0.72, 0.22, coverage);',
|
||||
'float densityGain = mix(0.25, 1.0, coverage);',
|
||||
'float sunUp = smoothstep(-0.20, 0.05, uSunAlt);',
|
||||
'float cosT = dot(rd, uSunDir);',
|
||||
'float phase = 0.30 + 0.70 * pow(max(0.0, cosT), 2.5);',
|
||||
@@ -705,7 +707,7 @@ var FRAG_SRC = [
|
||||
'vec3 ambC = albC * max(vec3(uSkyAmb), uStarAmb * vec3(0.7, 0.85, 1.0)) * 1.7;',
|
||||
'vec3 moonC = albC * uMoonColor * (0.35 + 0.65 * max(0.0, dot(rd, uMoonDir))) * uMoonInt * 3.0;',
|
||||
'vec3 cloudCol = direct + ambC + moonC;',
|
||||
'float alpha = clamp(d * stepSize * 3.50, 0.0, 1.0);',
|
||||
'float alpha = clamp(d * stepSize * 3.50 * densityGain, 0.0, 1.0);',
|
||||
'cloudSum += cloudCol * alpha * trans;',
|
||||
'trans *= (1.0 - alpha);',
|
||||
'if (trans < 0.04) break;',
|
||||
|
||||
Reference in new issue
Block a user