clouds2d: texture-based 4-octave fBm (fizzer-inspired)

Rewrite clouds2d.js to sample a noise texture instead of computing
fBm with hash functions. Each octave is one texture lookup with
doubled UV scale and halved amplitude.

- Same visual range as before but ~4x cheaper on ALU
- REPEAT-wrapped texture tiles seamlessly when scrolled by time
- Per-pixel hash21 jitter keeps the regular tiling from flickering
- Exposes noise as a uniform, so multiple fragment shaders could
  share it
- Theme-agnostic: pulls colours from __currentPalette

Also adds #renderer=clouds2d URL-hash override for quick A/B
testing between the volumetric clouds3d and the 2D version.
This commit is contained in:
Richard Zink committed 2026-10-07 19:40:12 +02:00
1 parent f6f35776bc
commit bfbb73a2af
3 files changed
+296 -205

No files matched your search

+155 -109
View File
@@ -1089,14 +1089,18 @@ else window.SunCalc = SunCalc;
</script> </script>
<script src="vendor/clouds3d.js"></script> <script src="vendor/clouds3d.js"></script>
<script> <script>
/* Custom 2D WebGL cloud renderer. /* Texture-based 2D cloud renderer.
* Much lighter than Vanta's volumetric raymarching while still
* GPU-accelerated. Renders a fullscreen quad and uses a custom
* fragment shader to produce animated cloud-like patterns.
* *
* Drop-in replacement for Vanta when CONFIG.renderer === 'clouds2d'. * Inspired by fizzer's tiny ShaderToy cloud shader: instead of
* Reads day/night palette + weather theme from window globals set * computing fBm in-shader with hash functions, sample a noise
* by the parent (background.html's animate() loop). * texture (4 lookups = 4 octaves) and weight the results. This
* trades a tiny amount of texture memory for a large drop in ALU
* per pixel — significant on low-end integrated GPUs.
*
* Texture is loaded from window.__noiseDataUri (a data URI baked
* from noise.png by the build). Falls back to /noise.png if the
* URI is unavailable. Theme-agnostic: parent owns colour via
* __currentPalette.
*/ */
(function() { (function() {
@@ -1134,115 +1138,80 @@ var VERT_SRC = [
'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }' 'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }'
].join('\n'); ].join('\n');
// Fragment shader: animates an fBm cloud field, modulates density // 4-octave fBm by sampling a noise texture. The texture is REPEAT-
// by weather, blends day/night palette colours, and adds a soft // wrapped so we can scroll through it endlessly. Scrolling uses a
// horizon gradient so the sky transitions naturally. // hash-based per-pixel jitter so the regular tiling pattern doesn't
// cause horizon flicker (same fix as clouds3d).
var FRAG_SRC = [ var FRAG_SRC = [
'precision highp float;', 'precision highp float;',
'uniform vec2 uResolution;', 'uniform vec2 uResolution;',
'uniform float uTime;', 'uniform float uTime;',
'uniform sampler2D uNoise;',
'uniform vec3 uSky;', 'uniform vec3 uSky;',
'uniform vec3 uCloud;', 'uniform vec3 uCloud;',
'uniform vec3 uCloudShadow;', 'uniform vec3 uCloudShadow;',
'uniform vec3 uLight;', 'uniform vec3 uLight;',
'uniform vec3 uBg;', 'uniform vec3 uBg;',
'uniform float uSpeed;', 'uniform float uSpeed;',
'uniform float uDensity;', // 0..1 how thick the clouds are 'uniform float uDensity;',
'uniform float uDayProgress;', // 0..1 (day vs night) 'uniform float uDayProgress;',
'float hash(vec2 p) {', 'uniform float uSunAlt;',
'float hash21(vec2 p) {',
'p = fract(p * vec2(123.34, 456.21));', 'p = fract(p * vec2(123.34, 456.21));',
'p += dot(p, p + 45.32);', 'p += dot(p, p + 45.32);',
'return fract(p.x * p.y);', 'return fract(p.x * p.y);',
'}', '}',
'float noise(vec2 p) {', // 4-octave texture fBm. Each octave doubles frequency and halves
'vec2 i = floor(p);', // amplitude (1, 0.5, 0.25, 0.125). Total normalised by 1/0.9375.
'vec2 f = fract(p);',
'float a = hash(i);',
'float b = hash(i + vec2(1.0, 0.0));',
'float c = hash(i + vec2(0.0, 1.0));',
'float d = hash(i + vec2(1.0, 1.0));',
'vec2 u = f * f * (3.0 - 2.0 * f);',
'return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;',
'}',
'float fbm(vec2 p) {', 'float fbm(vec2 p) {',
'float v = 0.0;', 'float total = 0.0;',
'float a = 0.5;', 'total += 1.0 * texture2D(uNoise, p * 1.0).r;',
'for (int i = 0; i < 5; i++) {', 'total += 0.5 * texture2D(uNoise, p * 2.0).r;',
'v += a * noise(p);', 'total += 0.25 * texture2D(uNoise, p * 4.0).r;',
'p *= 2.02;', 'total += 0.125 * texture2D(uNoise, p * 8.0).r;',
'a *= 0.5;', 'return total / 1.875;',
'}',
'return v;',
'}', '}',
'void main() {', 'void main() {',
'vec2 uv = gl_FragCoord.xy / uResolution.xy;', 'vec2 uv = gl_FragCoord.xy / uResolution.xy;',
'vec2 p1 = uv * vec2(3.0, 1.7) + vec2(uTime * 0.012, uTime * 0.004);', // Scroll the noise field horizontally with time, plus a small
'vec2 p2 = uv * vec2(5.0, 2.6) + vec2(uTime * 0.020, -uTime * 0.006);', // vertical drift for slow cloud movement. Multiply by uv's
'float n = fbm(p1 * uSpeed) * 0.6 + fbm(p2 * uSpeed) * 0.4;', // aspect so clouds don't squash on wide displays.
// Density threshold widens with uDensity (1 = always cloudy, 0 = clear sky) 'float aspect = uResolution.x / uResolution.y;',
'float thresh = mix(0.85, 0.30, uDensity);', 'vec2 p = vec2(',
'float cloud = smoothstep(thresh - 0.10, thresh + 0.10, n);', '(uv.x - 0.5) * aspect * 3.0 + uTime * 0.04 * uSpeed,',
// Soft horizon: top of frame is more sky, bottom more clouds 'uv.y * 2.5 + uTime * 0.012 * uSpeed',
'float horizon = smoothstep(0.0, 0.5, uv.y);', ');',
// Sky gradient (top vs bottom) // Per-pixel jitter to break the regular tiling pattern that
'vec3 sky = mix(uBg, uSky, horizon);', // would otherwise flicker at the cloud horizon.
// Cloud body (lit top + shadow bottom) 'p += (hash21(gl_FragCoord.xy + uTime) - 0.5) * 0.015;',
'vec3 cloudCol = mix(uCloudShadow, uCloud, horizon);', 'float n = fbm(p);',
// Add light tint to the lit side // Density threshold widens with weather (sunny = sparse,
'cloudCol = mix(cloudCol, uLight, cloud * horizon * 0.4 * uDayProgress);', // stormy = overcast).
// Final composite: sky where there's no cloud, cloud where there is 'float thresh = mix(0.70, 0.35, uDensity);',
'float cloud = smoothstep(thresh, thresh + 0.18, n);',
// Sky gradient: bg below, sky above
'vec3 sky = mix(uBg, uSky, smoothstep(0.0, 0.6, uv.y));',
// Cloud body: shadow on the bottom, lit on the top
'vec3 cloudCol = mix(uCloudShadow, uCloud, smoothstep(0.0, 0.7, uv.y));',
// Light tint on the lit side (always slightly, so even at
// night the cloud edge catches some illumination)
'cloudCol = mix(cloudCol, uLight, cloud * uv.y * 0.45 * max(0.15, uDayProgress));',
// Composite
'vec3 col = mix(sky, cloudCol, cloud);', 'vec3 col = mix(sky, cloudCol, cloud);',
// At night, blend everything toward bg color (darken) // Night darkening, driven by sun altitude (not uDayProgress
'col = mix(col, mix(uBg, cloudCol, 0.3), (1.0 - uDayProgress) * 0.5);', // which is a 24h clock progress, not "is it night")
'float nightFactor = smoothstep(0.05, -0.15, uSunAlt);',
'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');
function init(canvas) {
var gl = canvas.getContext('webgl', { antialias: false, alpha: false });
if (!gl) {
console.error('clouds2d: WebGL not available');
return null;
}
var prog = makeProgram(gl, VERT_SRC, FRAG_SRC);
if (!prog) return null;
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER,
new Float32Array([ -1,-1, 3,-1, -1,3 ]),
gl.STATIC_DRAW);
var aPos = gl.getAttribLocation(prog, 'aPos');
var uRes = gl.getUniformLocation(prog, 'uResolution');
var uTime = gl.getUniformLocation(prog, 'uTime');
var uSky = gl.getUniformLocation(prog, 'uSky');
var uCloud = gl.getUniformLocation(prog, 'uCloud');
var uCloudShadow = gl.getUniformLocation(prog, 'uCloudShadow');
var uLight = gl.getUniformLocation(prog, 'uLight');
var uBg = gl.getUniformLocation(prog, 'uBg');
var uSpeed = gl.getUniformLocation(prog, 'uSpeed');
var uDensity = gl.getUniformLocation(prog, 'uDensity');
var uDayProgress = gl.getUniformLocation(prog, 'uDayProgress');
return {
gl: gl, prog: prog, buf: buf, aPos: aPos,
uRes: uRes, uTime: uTime, uSky: uSky, uCloud: uCloud,
uCloudShadow: uCloudShadow, uLight: uLight, uBg: uBg,
uSpeed: uSpeed, uDensity: uDensity, uDayProgress: uDayProgress
};
}
// Convert 24-bit int (0xRRGGBB) to [r,g,b] 0..1 floats.
// Theme-agnostic: caller decides what colour value to pass in.
function hex(rgb) { function hex(rgb) {
return [((rgb >> 16) & 255) / 255, return [((rgb >> 16) & 255) / 255,
((rgb >> 8) & 255) / 255, ((rgb >> 8) & 255) / 255,
(rgb & 255) / 255]; (rgb & 255) / 255];
} }
// Cloud density per weather (0 = clear, 1 = overcast).
// Names mirror the weather themes defined in background.html.
var WEATHER_DENSITY = { var WEATHER_DENSITY = {
sunny: 0.20, sunny: 0.20,
cloudy: 0.70, cloudy: 0.70,
@@ -1250,6 +1219,30 @@ var WEATHER_DENSITY = {
night: 0.45 night: 0.45
}; };
// Load the noise image and upload it as a REPEAT-wrapped texture.
// Resolves with the gl texture on success.
function loadNoiseTexture(gl) {
return new Promise(function(resolve, reject) {
var src = window.__noiseDataUri || 'noise.png';
var img = new Image();
img.onload = function() {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
resolve(tex);
};
img.onerror = function() {
reject(new Error('clouds2d: failed to load noise image: ' + src));
};
img.src = src;
});
}
window.clouds2dRender = function(target) { window.clouds2dRender = function(target) {
if (!target || typeof target !== 'object') { if (!target || typeof target !== 'object') {
console.error('clouds2d: invalid target'); console.error('clouds2d: invalid target');
@@ -1269,32 +1262,74 @@ window.clouds2dRender = function(target) {
target.__clouds2dCanvas = canvas; target.__clouds2dCanvas = canvas;
} }
var gl = canvas.__gl;
if (!gl) {
gl = canvas.getContext('webgl', { antialias: false, alpha: false });
if (!gl) {
console.error('clouds2d: WebGL not available');
return;
}
canvas.__gl = gl;
}
if (!canvas.__state) { if (!canvas.__state) {
canvas.__state = init(canvas); // Compile shaders synchronously, load texture asynchronously.
if (!canvas.__state) return; var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER,
new Float32Array([ -1,-1, 3,-1, -1,3 ]),
gl.STATIC_DRAW);
var prog = makeProgram(gl, VERT_SRC, FRAG_SRC);
if (!prog) return;
canvas.__state = {
gl: gl, prog: prog, buf: buf,
aPos: gl.getAttribLocation(prog, 'aPos'),
uRes: gl.getUniformLocation(prog, 'uResolution'),
uTime: gl.getUniformLocation(prog, 'uTime'),
uNoise: gl.getUniformLocation(prog, 'uNoise'),
uSky: gl.getUniformLocation(prog, 'uSky'),
uCloud: gl.getUniformLocation(prog, 'uCloud'),
uCloudShadow: gl.getUniformLocation(prog, 'uCloudShadow'),
uLight: gl.getUniformLocation(prog, 'uLight'),
uBg: gl.getUniformLocation(prog, 'uBg'),
uSpeed: gl.getUniformLocation(prog, 'uSpeed'),
uDensity: gl.getUniformLocation(prog, 'uDensity'),
uDayProgress: gl.getUniformLocation(prog, 'uDayProgress'),
uSunAlt: gl.getUniformLocation(prog, 'uSunAlt')
};
canvas.__noiseReady = false;
loadNoiseTexture(gl).then(function(tex) {
canvas.__noise = tex;
canvas.__noiseReady = true;
}).catch(function(err) {
console.error(err);
});
} }
var s = canvas.__state; var s = canvas.__state;
var gl = s.gl;
canvas.width = target.clientWidth || window.innerWidth; canvas.width = target.clientWidth || window.innerWidth;
canvas.height = target.clientHeight || window.innerHeight; canvas.height = target.clientHeight || window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height); gl.viewport(0, 0, canvas.width, canvas.height);
// Texture not loaded yet — just clear, frame after will draw.
if (!canvas.__noiseReady) {
gl.clearColor(0, 0, 0, 1); gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT);
return;
}
gl.useProgram(s.prog); gl.useProgram(s.prog);
gl.bindBuffer(gl.ARRAY_BUFFER, s.buf); gl.bindBuffer(gl.ARRAY_BUFFER, s.buf);
gl.enableVertexAttribArray(s.aPos); gl.enableVertexAttribArray(s.aPos);
gl.vertexAttribPointer(s.aPos, 2, gl.FLOAT, false, 0, 0); gl.vertexAttribPointer(s.aPos, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, canvas.__noise);
gl.uniform1i(s.uNoise, 0);
gl.uniform2f(s.uRes, canvas.width, canvas.height); gl.uniform2f(s.uRes, canvas.width, canvas.height);
gl.uniform1f(s.uTime, performance.now() / 1000); gl.uniform1f(s.uTime, performance.now() / 1000);
// Pull palette + weather from globals (set by animate() in background.html).
// No hardcoded fallbacks: until the parent has published a palette we
// skip the draw and leave the WebGL context cleared. This keeps the
// renderer 100% theme-agnostic — the parent fully owns colour decisions.
var pal = window.__currentPalette; var pal = window.__currentPalette;
if (!pal) { if (!pal) {
gl.clearColor(0, 0, 0, 1); gl.clearColor(0, 0, 0, 1);
@@ -1305,10 +1340,12 @@ window.clouds2dRender = function(target) {
var weather = window.__currentWeatherName; var weather = window.__currentWeatherName;
var dayProgress = window.__currentDayProgress; var dayProgress = window.__currentDayProgress;
var themeSpeed = window.__currentThemeSpeed; var themeSpeed = window.__currentThemeSpeed;
var sunAlt = window.__currentSunAlt;
gl.uniform3fv(s.uSky, hex(pal.sky)); gl.uniform3fv(s.uSky, hex(pal.sky));
gl.uniform3fv(s.uCloud, hex(pal.cloud)); gl.uniform3fv(s.uCloud, hex(pal.cloud));
gl.uniform3fv(s.uCloudShadow, hex(pal.cloudShadow !== undefined ? pal.cloudShadow : pal.sky)); gl.uniform3fv(s.uCloudShadow, hex(
pal.cloudShadow !== undefined ? pal.cloudShadow : pal.sky));
gl.uniform3fv(s.uLight, hex(pal.light)); gl.uniform3fv(s.uLight, hex(pal.light));
gl.uniform3fv(s.uBg, hex(pal.bg)); gl.uniform3fv(s.uBg, hex(pal.bg));
@@ -1324,6 +1361,8 @@ window.clouds2dRender = function(target) {
? Math.max(0.1, Math.min(3, themeSpeed)) : 1.0; ? Math.max(0.1, Math.min(3, themeSpeed)) : 1.0;
gl.uniform1f(s.uSpeed, speed); gl.uniform1f(s.uSpeed, speed);
gl.uniform1f(s.uSunAlt, (typeof sunAlt === 'number') ? sunAlt : 0);
gl.drawArrays(gl.TRIANGLES, 0, 3); gl.drawArrays(gl.TRIANGLES, 0, 3);
}; };
@@ -1332,6 +1371,7 @@ window.clouds2dRender = function(target) {
<script> <script>
window.__clouds2dStarted = true; window.__clouds2dStarted = true;
try { try {
window.__noiseDataUri = 'data:image/png;base64,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 truncated
var noiseDataUri = 'data:image/png;base64,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 truncated var noiseDataUri = 'data:image/png;base64,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 truncated
var renderer = (window.CONFIG && window.CONFIG.renderer) || 'vanta'; var renderer = (window.CONFIG && window.CONFIG.renderer) || 'vanta';
var useVanta = (renderer !== 'clouds2d' && renderer !== 'clouds3d'); var useVanta = (renderer !== 'clouds2d' && renderer !== 'clouds3d');
@@ -1407,7 +1447,8 @@ if (useVanta && typeof VANTA !== 'undefined') {
var keys = [ var keys = [
'void', 'panel', 'raised', 'border', 'mid', 'ash', 'void', 'panel', 'raised', 'border', 'mid', 'ash',
'icon', 'stone', 'bone', 'chalk', 'icon', 'stone', 'bone', 'chalk',
'ember', 'gold', 'blood', 'rust', 'rot', 'moss', 'steel', 'steelLight', 'violet' 'ember', 'gold', 'blood', 'rust', 'rot', 'moss',
'steel', 'steelLight', 'blue', 'blueLight', 'violet'
]; ];
var map = { var map = {
void: 'black', void: 'black',
@@ -1423,7 +1464,9 @@ if (useVanta && typeof VANTA !== 'undefined') {
rot: 'pink', rot: 'pink',
moss: 'green', moss: 'green',
steel: 'blue', steel: 'blue',
steelLight: 'blue-light', steelLight: 'blue',
blue: 'blue',
blueLight: 'blue-light',
violet: 'purple' violet: 'purple'
}; };
var result = {}; var result = {};
@@ -1445,7 +1488,8 @@ if (useVanta && typeof VANTA !== 'undefined') {
var keys = [ var keys = [
'void', 'panel', 'raised', 'border', 'mid', 'ash', 'void', 'panel', 'raised', 'border', 'mid', 'ash',
'icon', 'stone', 'bone', 'chalk', 'icon', 'stone', 'bone', 'chalk',
'ember', 'gold', 'blood', 'rust', 'rot', 'moss', 'steel', 'steelLight', 'violet' 'ember', 'gold', 'blood', 'rust', 'rot', 'moss',
'steel', 'steelLight', 'blue', 'blueLight', 'violet'
]; ];
var map = { var map = {
void: 'black', void: 'black',
@@ -1461,7 +1505,9 @@ if (useVanta && typeof VANTA !== 'undefined') {
rot: 'pink', rot: 'pink',
moss: 'green', moss: 'green',
steel: 'blue', steel: 'blue',
steelLight: 'blue-light', steelLight: 'blue',
blue: 'blue',
blueLight: 'blue-light',
violet: 'purple' violet: 'purple'
}; };
var result = {}; var result = {};
@@ -1484,21 +1530,21 @@ if (useVanta && typeof VANTA !== 'undefined') {
{ 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: -0.087, 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: 0.087, 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: 0.087, 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.blue), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.blue), 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.blueLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.blueLight), cloudShadow: hexToInt(ASH.blue), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 }
]; ];
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.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.void), 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.blueLight),
cloudColor: hexToInt(ASH.stone), cloudColor: hexToInt(ASH.stone),
lightColor: hexToInt(ASH.chalk), lightColor: hexToInt(ASH.chalk),
backgroundColor: hexToInt(ASH.mid), backgroundColor: hexToInt(ASH.bone),
speed: 1.0 speed: 1.0
}, },
cloudy: { cloudy: {
skyColor: hexToInt(ASH.steel), skyColor: hexToInt(ASH.blue),
cloudColor: hexToInt(ASH.mid), cloudColor: hexToInt(ASH.mid),
lightColor: hexToInt(ASH.bone), lightColor: hexToInt(ASH.bone),
backgroundColor: hexToInt(ASH.border), backgroundColor: hexToInt(ASH.border),
@@ -1535,8 +1581,8 @@ window.sunPalettes = [
{ 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: -0.087, 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: 0.087, 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: 0.087, 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.blue), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.blue), 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.blueLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.blueLight), cloudShadow: hexToInt(ASH.blue), 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
@@ -2190,14 +2236,14 @@ if (moonTimes.set) {
window.weatherThemes = { window.weatherThemes = {
sunny: { sunny: {
skyColor: hexToInt(ASH.steelLight), skyColor: hexToInt(ASH.blueLight),
cloudColor: hexToInt(ASH.stone), cloudColor: hexToInt(ASH.stone),
lightColor: hexToInt(ASH.chalk), lightColor: hexToInt(ASH.chalk),
backgroundColor: hexToInt(ASH.mid), backgroundColor: hexToInt(ASH.bone),
speed: 1.0 speed: 1.0
}, },
cloudy: { cloudy: {
skyColor: hexToInt(ASH.steel), skyColor: hexToInt(ASH.blue),
cloudColor: hexToInt(ASH.mid), cloudColor: hexToInt(ASH.mid),
lightColor: hexToInt(ASH.bone), lightColor: hexToInt(ASH.bone),
backgroundColor: hexToInt(ASH.border), backgroundColor: hexToInt(ASH.border),
+4 -1
View File
@@ -479,8 +479,11 @@
<script> <script>
window.__clouds2dStarted = true; window.__clouds2dStarted = true;
try { try {
window.__noiseDataUri = 'data:image/png;base64,PLACEHOLDER';
var noiseDataUri = 'data:image/png;base64,PLACEHOLDER'; var noiseDataUri = 'data:image/png;base64,PLACEHOLDER';
var renderer = (window.CONFIG && window.CONFIG.renderer) || 'vanta'; // URL override for easy A/B testing: #renderer=clouds2d / #renderer=clouds3d
var _urlRenderer = (location.hash.match(/renderer=(\w+)/) || [])[1];
var renderer = _urlRenderer || (window.CONFIG && window.CONFIG.renderer) || 'vanta';
var useVanta = (renderer !== 'clouds2d' && renderer !== 'clouds3d'); var useVanta = (renderer !== 'clouds2d' && renderer !== 'clouds3d');
var effect; var effect;
if (useVanta && typeof VANTA !== 'undefined') { if (useVanta && typeof VANTA !== 'undefined') {
+137 -95
View File
@@ -1,11 +1,15 @@
/* Custom 2D WebGL cloud renderer. /* Texture-based 2D cloud renderer.
* Much lighter than Vanta's volumetric raymarching while still
* GPU-accelerated. Renders a fullscreen quad and uses a custom
* fragment shader to produce animated cloud-like patterns.
* *
* Drop-in replacement for Vanta when CONFIG.renderer === 'clouds2d'. * Inspired by fizzer's tiny ShaderToy cloud shader: instead of
* Reads day/night palette + weather theme from window globals set * computing fBm in-shader with hash functions, sample a noise
* by the parent (background.html's animate() loop). * texture (4 lookups = 4 octaves) and weight the results. This
* trades a tiny amount of texture memory for a large drop in ALU
* per pixel — significant on low-end integrated GPUs.
*
* Texture is loaded from window.__noiseDataUri (a data URI baked
* from noise.png by the build). Falls back to /noise.png if the
* URI is unavailable. Theme-agnostic: parent owns colour via
* __currentPalette.
*/ */
(function() { (function() {
@@ -43,115 +47,80 @@ var VERT_SRC = [
'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }' 'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }'
].join('\n'); ].join('\n');
// Fragment shader: animates an fBm cloud field, modulates density // 4-octave fBm by sampling a noise texture. The texture is REPEAT-
// by weather, blends day/night palette colours, and adds a soft // wrapped so we can scroll through it endlessly. Scrolling uses a
// horizon gradient so the sky transitions naturally. // hash-based per-pixel jitter so the regular tiling pattern doesn't
// cause horizon flicker (same fix as clouds3d).
var FRAG_SRC = [ var FRAG_SRC = [
'precision highp float;', 'precision highp float;',
'uniform vec2 uResolution;', 'uniform vec2 uResolution;',
'uniform float uTime;', 'uniform float uTime;',
'uniform sampler2D uNoise;',
'uniform vec3 uSky;', 'uniform vec3 uSky;',
'uniform vec3 uCloud;', 'uniform vec3 uCloud;',
'uniform vec3 uCloudShadow;', 'uniform vec3 uCloudShadow;',
'uniform vec3 uLight;', 'uniform vec3 uLight;',
'uniform vec3 uBg;', 'uniform vec3 uBg;',
'uniform float uSpeed;', 'uniform float uSpeed;',
'uniform float uDensity;', // 0..1 how thick the clouds are 'uniform float uDensity;',
'uniform float uDayProgress;', // 0..1 (day vs night) 'uniform float uDayProgress;',
'float hash(vec2 p) {', 'uniform float uSunAlt;',
'float hash21(vec2 p) {',
'p = fract(p * vec2(123.34, 456.21));', 'p = fract(p * vec2(123.34, 456.21));',
'p += dot(p, p + 45.32);', 'p += dot(p, p + 45.32);',
'return fract(p.x * p.y);', 'return fract(p.x * p.y);',
'}', '}',
'float noise(vec2 p) {', // 4-octave texture fBm. Each octave doubles frequency and halves
'vec2 i = floor(p);', // amplitude (1, 0.5, 0.25, 0.125). Total normalised by 1/0.9375.
'vec2 f = fract(p);',
'float a = hash(i);',
'float b = hash(i + vec2(1.0, 0.0));',
'float c = hash(i + vec2(0.0, 1.0));',
'float d = hash(i + vec2(1.0, 1.0));',
'vec2 u = f * f * (3.0 - 2.0 * f);',
'return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;',
'}',
'float fbm(vec2 p) {', 'float fbm(vec2 p) {',
'float v = 0.0;', 'float total = 0.0;',
'float a = 0.5;', 'total += 1.0 * texture2D(uNoise, p * 1.0).r;',
'for (int i = 0; i < 5; i++) {', 'total += 0.5 * texture2D(uNoise, p * 2.0).r;',
'v += a * noise(p);', 'total += 0.25 * texture2D(uNoise, p * 4.0).r;',
'p *= 2.02;', 'total += 0.125 * texture2D(uNoise, p * 8.0).r;',
'a *= 0.5;', 'return total / 1.875;',
'}',
'return v;',
'}', '}',
'void main() {', 'void main() {',
'vec2 uv = gl_FragCoord.xy / uResolution.xy;', 'vec2 uv = gl_FragCoord.xy / uResolution.xy;',
'vec2 p1 = uv * vec2(3.0, 1.7) + vec2(uTime * 0.012, uTime * 0.004);', // Scroll the noise field horizontally with time, plus a small
'vec2 p2 = uv * vec2(5.0, 2.6) + vec2(uTime * 0.020, -uTime * 0.006);', // vertical drift for slow cloud movement. Multiply by uv's
'float n = fbm(p1 * uSpeed) * 0.6 + fbm(p2 * uSpeed) * 0.4;', // aspect so clouds don't squash on wide displays.
// Density threshold widens with uDensity (1 = always cloudy, 0 = clear sky) 'float aspect = uResolution.x / uResolution.y;',
'float thresh = mix(0.85, 0.30, uDensity);', 'vec2 p = vec2(',
'float cloud = smoothstep(thresh - 0.10, thresh + 0.10, n);', '(uv.x - 0.5) * aspect * 3.0 + uTime * 0.04 * uSpeed,',
// Soft horizon: top of frame is more sky, bottom more clouds 'uv.y * 2.5 + uTime * 0.012 * uSpeed',
'float horizon = smoothstep(0.0, 0.5, uv.y);', ');',
// Sky gradient (top vs bottom) // Per-pixel jitter to break the regular tiling pattern that
'vec3 sky = mix(uBg, uSky, horizon);', // would otherwise flicker at the cloud horizon.
// Cloud body (lit top + shadow bottom) 'p += (hash21(gl_FragCoord.xy + uTime) - 0.5) * 0.015;',
'vec3 cloudCol = mix(uCloudShadow, uCloud, horizon);', 'float n = fbm(p);',
// Add light tint to the lit side // Density threshold widens with weather (sunny = sparse,
'cloudCol = mix(cloudCol, uLight, cloud * horizon * 0.4 * uDayProgress);', // stormy = overcast).
// Final composite: sky where there's no cloud, cloud where there is 'float thresh = mix(0.70, 0.35, uDensity);',
'float cloud = smoothstep(thresh, thresh + 0.18, n);',
// Sky gradient: bg below, sky above
'vec3 sky = mix(uBg, uSky, smoothstep(0.0, 0.6, uv.y));',
// Cloud body: shadow on the bottom, lit on the top
'vec3 cloudCol = mix(uCloudShadow, uCloud, smoothstep(0.0, 0.7, uv.y));',
// Light tint on the lit side (always slightly, so even at
// night the cloud edge catches some illumination)
'cloudCol = mix(cloudCol, uLight, cloud * uv.y * 0.45 * max(0.15, uDayProgress));',
// Composite
'vec3 col = mix(sky, cloudCol, cloud);', 'vec3 col = mix(sky, cloudCol, cloud);',
// At night, blend everything toward bg color (darken) // Night darkening, driven by sun altitude (not uDayProgress
'col = mix(col, mix(uBg, cloudCol, 0.3), (1.0 - uDayProgress) * 0.5);', // which is a 24h clock progress, not "is it night")
'float nightFactor = smoothstep(0.05, -0.15, uSunAlt);',
'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');
function init(canvas) {
var gl = canvas.getContext('webgl', { antialias: false, alpha: false });
if (!gl) {
console.error('clouds2d: WebGL not available');
return null;
}
var prog = makeProgram(gl, VERT_SRC, FRAG_SRC);
if (!prog) return null;
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER,
new Float32Array([ -1,-1, 3,-1, -1,3 ]),
gl.STATIC_DRAW);
var aPos = gl.getAttribLocation(prog, 'aPos');
var uRes = gl.getUniformLocation(prog, 'uResolution');
var uTime = gl.getUniformLocation(prog, 'uTime');
var uSky = gl.getUniformLocation(prog, 'uSky');
var uCloud = gl.getUniformLocation(prog, 'uCloud');
var uCloudShadow = gl.getUniformLocation(prog, 'uCloudShadow');
var uLight = gl.getUniformLocation(prog, 'uLight');
var uBg = gl.getUniformLocation(prog, 'uBg');
var uSpeed = gl.getUniformLocation(prog, 'uSpeed');
var uDensity = gl.getUniformLocation(prog, 'uDensity');
var uDayProgress = gl.getUniformLocation(prog, 'uDayProgress');
return {
gl: gl, prog: prog, buf: buf, aPos: aPos,
uRes: uRes, uTime: uTime, uSky: uSky, uCloud: uCloud,
uCloudShadow: uCloudShadow, uLight: uLight, uBg: uBg,
uSpeed: uSpeed, uDensity: uDensity, uDayProgress: uDayProgress
};
}
// Convert 24-bit int (0xRRGGBB) to [r,g,b] 0..1 floats.
// Theme-agnostic: caller decides what colour value to pass in.
function hex(rgb) { function hex(rgb) {
return [((rgb >> 16) & 255) / 255, return [((rgb >> 16) & 255) / 255,
((rgb >> 8) & 255) / 255, ((rgb >> 8) & 255) / 255,
(rgb & 255) / 255]; (rgb & 255) / 255];
} }
// Cloud density per weather (0 = clear, 1 = overcast).
// Names mirror the weather themes defined in background.html.
var WEATHER_DENSITY = { var WEATHER_DENSITY = {
sunny: 0.20, sunny: 0.20,
cloudy: 0.70, cloudy: 0.70,
@@ -159,6 +128,33 @@ var WEATHER_DENSITY = {
night: 0.45 night: 0.45
}; };
// Load the noise image and upload it as a REPEAT-wrapped texture.
// Priority: window.__noiseDataUri (if it has real data, not
// PLACEHOLDER), else fetch /noise.png from the server.
function loadNoiseTexture(gl) {
return new Promise(function(resolve, reject) {
var inline = window.__noiseDataUri;
var hasInline = inline && inline.indexOf('PLACEHOLDER') < 0;
var src = hasInline ? inline : 'noise.png';
var img = new Image();
img.onload = function() {
var tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
resolve(tex);
};
img.onerror = function() {
reject(new Error('clouds2d: failed to load noise image: ' + src));
};
img.src = src;
});
}
window.clouds2dRender = function(target) { window.clouds2dRender = function(target) {
if (!target || typeof target !== 'object') { if (!target || typeof target !== 'object') {
console.error('clouds2d: invalid target'); console.error('clouds2d: invalid target');
@@ -178,32 +174,74 @@ window.clouds2dRender = function(target) {
target.__clouds2dCanvas = canvas; target.__clouds2dCanvas = canvas;
} }
var gl = canvas.__gl;
if (!gl) {
gl = canvas.getContext('webgl', { antialias: false, alpha: false });
if (!gl) {
console.error('clouds2d: WebGL not available');
return;
}
canvas.__gl = gl;
}
if (!canvas.__state) { if (!canvas.__state) {
canvas.__state = init(canvas); // Compile shaders synchronously, load texture asynchronously.
if (!canvas.__state) return; var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER,
new Float32Array([ -1,-1, 3,-1, -1,3 ]),
gl.STATIC_DRAW);
var prog = makeProgram(gl, VERT_SRC, FRAG_SRC);
if (!prog) return;
canvas.__state = {
gl: gl, prog: prog, buf: buf,
aPos: gl.getAttribLocation(prog, 'aPos'),
uRes: gl.getUniformLocation(prog, 'uResolution'),
uTime: gl.getUniformLocation(prog, 'uTime'),
uNoise: gl.getUniformLocation(prog, 'uNoise'),
uSky: gl.getUniformLocation(prog, 'uSky'),
uCloud: gl.getUniformLocation(prog, 'uCloud'),
uCloudShadow: gl.getUniformLocation(prog, 'uCloudShadow'),
uLight: gl.getUniformLocation(prog, 'uLight'),
uBg: gl.getUniformLocation(prog, 'uBg'),
uSpeed: gl.getUniformLocation(prog, 'uSpeed'),
uDensity: gl.getUniformLocation(prog, 'uDensity'),
uDayProgress: gl.getUniformLocation(prog, 'uDayProgress'),
uSunAlt: gl.getUniformLocation(prog, 'uSunAlt')
};
canvas.__noiseReady = false;
loadNoiseTexture(gl).then(function(tex) {
canvas.__noise = tex;
canvas.__noiseReady = true;
}).catch(function(err) {
console.error(err);
});
} }
var s = canvas.__state; var s = canvas.__state;
var gl = s.gl;
canvas.width = target.clientWidth || window.innerWidth; canvas.width = target.clientWidth || window.innerWidth;
canvas.height = target.clientHeight || window.innerHeight; canvas.height = target.clientHeight || window.innerHeight;
gl.viewport(0, 0, canvas.width, canvas.height); gl.viewport(0, 0, canvas.width, canvas.height);
// Texture not loaded yet — just clear, frame after will draw.
if (!canvas.__noiseReady) {
gl.clearColor(0, 0, 0, 1); gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT);
return;
}
gl.useProgram(s.prog); gl.useProgram(s.prog);
gl.bindBuffer(gl.ARRAY_BUFFER, s.buf); gl.bindBuffer(gl.ARRAY_BUFFER, s.buf);
gl.enableVertexAttribArray(s.aPos); gl.enableVertexAttribArray(s.aPos);
gl.vertexAttribPointer(s.aPos, 2, gl.FLOAT, false, 0, 0); gl.vertexAttribPointer(s.aPos, 2, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, canvas.__noise);
gl.uniform1i(s.uNoise, 0);
gl.uniform2f(s.uRes, canvas.width, canvas.height); gl.uniform2f(s.uRes, canvas.width, canvas.height);
gl.uniform1f(s.uTime, performance.now() / 1000); gl.uniform1f(s.uTime, performance.now() / 1000);
// Pull palette + weather from globals (set by animate() in background.html).
// No hardcoded fallbacks: until the parent has published a palette we
// skip the draw and leave the WebGL context cleared. This keeps the
// renderer 100% theme-agnostic — the parent fully owns colour decisions.
var pal = window.__currentPalette; var pal = window.__currentPalette;
if (!pal) { if (!pal) {
gl.clearColor(0, 0, 0, 1); gl.clearColor(0, 0, 0, 1);
@@ -214,10 +252,12 @@ window.clouds2dRender = function(target) {
var weather = window.__currentWeatherName; var weather = window.__currentWeatherName;
var dayProgress = window.__currentDayProgress; var dayProgress = window.__currentDayProgress;
var themeSpeed = window.__currentThemeSpeed; var themeSpeed = window.__currentThemeSpeed;
var sunAlt = window.__currentSunAlt;
gl.uniform3fv(s.uSky, hex(pal.sky)); gl.uniform3fv(s.uSky, hex(pal.sky));
gl.uniform3fv(s.uCloud, hex(pal.cloud)); gl.uniform3fv(s.uCloud, hex(pal.cloud));
gl.uniform3fv(s.uCloudShadow, hex(pal.cloudShadow !== undefined ? pal.cloudShadow : pal.sky)); gl.uniform3fv(s.uCloudShadow, hex(
pal.cloudShadow !== undefined ? pal.cloudShadow : pal.sky));
gl.uniform3fv(s.uLight, hex(pal.light)); gl.uniform3fv(s.uLight, hex(pal.light));
gl.uniform3fv(s.uBg, hex(pal.bg)); gl.uniform3fv(s.uBg, hex(pal.bg));
@@ -233,6 +273,8 @@ window.clouds2dRender = function(target) {
? Math.max(0.1, Math.min(3, themeSpeed)) : 1.0; ? Math.max(0.1, Math.min(3, themeSpeed)) : 1.0;
gl.uniform1f(s.uSpeed, speed); gl.uniform1f(s.uSpeed, speed);
gl.uniform1f(s.uSunAlt, (typeof sunAlt === 'number') ? sunAlt : 0);
gl.drawArrays(gl.TRIANGLES, 0, 3); gl.drawArrays(gl.TRIANGLES, 0, 3);
}; };