diff --git a/vendor/clouds3d.js b/vendor/clouds3d.js index 36b6df7..3df1b66 100644 --- a/vendor/clouds3d.js +++ b/vendor/clouds3d.js @@ -180,17 +180,18 @@ var FRAG_SRC = [ 'return dot(d, d) / (2.0 * max(1.0, uEarthRadius));', '}', 'float cloudDensity(vec3 p, float baseThresh, float soft) {', - 'float n = fbm3(p * 0.35 + vec3(0.0, 0.0, uTime * 0.06));', + 'float py = p.y + earthDrop(p.xz);', + 'vec3 cp = vec3(p.x, py, p.z);', + 'float n = fbm3(cp * 0.35 + vec3(0.0, 0.0, uTime * 0.06));', // 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(p * 1.4 + vec3(uTime * 0.04, 7.3, uTime * 0.03));', + 'float d = fbm3(cp * 1.4 + vec3(uTime * 0.04, 7.3, uTime * 0.03));', 'n = n + d * mix(0.20, 0.0, soft);', '}', // Cloud layer between uCloudBot and uCloudTop, densest in the // middle (bell curve). The layer follows the Earth curvature. - 'float py = p.y + earthDrop(p.xz);', '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);', @@ -429,11 +430,15 @@ var FRAG_SRC = [ // ---- CLOUDS pass ---- // Ray-terrain intersection (used to discard clouds that are // entirely behind the terrain mesh). - 'float tTerrain = (ro.y > 0.0 && rd.y < -0.001) ? -ro.y / rd.y : -1.0;', + 'vec2 terrRoots = curvedLayerRoots(0.0, ro, rd);', + 'float tTerrain = -1.0;', + 'if (terrRoots.x > 0.0) tTerrain = terrRoots.x;', + 'else if (terrRoots.y > 0.0) tTerrain = terrRoots.y;', 'if (tTerrain > 0.0 && uElevOn > 0.5 && rd.y < -0.01) {', 'for (int ti = 0; ti < 4; ti++) {', 'vec3 hp = ro + rd * tTerrain;', - 'float dh = terrElev(hp.xz) * uElevScale - hp.y;', + 'float terrainY = terrElev(hp.xz) * uElevScale - earthDrop(hp.xz);', + 'float dh = terrainY - hp.y;', 'if (abs(dh) < 0.02) break;', 'tTerrain += dh / -rd.y;', 'if (tTerrain < 0.1 || tTerrain > 90.0) { tTerrain = -1.0; break; }', @@ -484,6 +489,7 @@ var FRAG_SRC = [ 'p.y += (ign(gl_FragCoord.xy + vec2(float(i) * 7.13, float(i) * 3.71)) - 0.5) * stepSize;', 'float py = p.y + earthDrop(p.xz);', 'if (py > uCloudTop || py < uCloudBot - 0.1) break;', + 'if (uElevOn > 0.5 && py < terrElev(p.xz) * uElevScale) break;', 'if (tTerrain > 0.0 && t >= tTerrain) break;', 'float cSoft = smoothstep(7.0, 20.0, t);', 'float d = cloudDensity(p, baseThresh, cSoft);', @@ -679,15 +685,16 @@ var CLOUD_SAMPLER_GLSL = [ 'return vec2((-b - sq) / (2.0 * a), (-b + sq) / (2.0 * a));', '}', 'float cloudDensity(vec3 p, float baseThresh, float soft) {', - 'float n = fbm3(p * 0.35 + vec3(0.0, 0.0, uTime * 0.06));', + 'float py = p.y + earthDrop(p.xz);', + 'vec3 cp = vec3(p.x, py, p.z);', + 'float n = fbm3(cp * 0.35 + vec3(0.0, 0.0, uTime * 0.06));', // 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(p * 1.4 + vec3(uTime * 0.04, 7.3, uTime * 0.03));', + 'float d = fbm3(cp * 1.4 + vec3(uTime * 0.04, 7.3, uTime * 0.03));', 'n = n + d * mix(0.20, 0.0, soft);', '}', - 'float py = p.y + earthDrop(p.xz);', 'float h = clamp((py - uCloudBot) / (uCloudTop - uCloudBot), 0.0, 1.0);', 'float profile = 4.0 * h * (1.0 - h);', 'profile = max(profile, 0.0);',