Enable debug temporarily for diagnosis

This commit is contained in:
Richard Zink committed 2026-10-07 16:56:50 +02:00
1 parent d8e619e0c3
commit e8df75eebc
4 files changed
+101 -69

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+32 -28
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@@ -13,7 +13,7 @@ function makeShader(gl, type, src) {
gl.shaderSource(s, src);
gl.compileShader(s);
if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) {
console.error('Shader compile error:', gl.getShaderInfoLog(s));
console.error('clouds2d: Shader compile error:', gl.getShaderInfoLog(s));
gl.deleteShader(s);
return null;
}
@@ -29,20 +29,18 @@ function makeProgram(gl, vsSrc, fsSrc) {
gl.attachShader(p, fs);
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
console.error('Program link error:', gl.getProgramInfoLog(p));
console.error('clouds2d: Program link error:', gl.getProgramInfoLog(p));
gl.deleteProgram(p);
return null;
}
return p;
}
// Vertex shader: fullscreen triangle covering NDC -1..+1
var VERT_SRC = [
'attribute vec2 aPos;',
'void main() { gl_Position = vec4(aPos, 0.0, 1.0); }'
].join('\n');
// Fragment shader: animated 2D cloud field colored by time-of-day
var FRAG_SRC = [
'precision highp float;',
'uniform vec2 uResolution;',
@@ -51,7 +49,6 @@ var FRAG_SRC = [
'uniform vec3 uCloud;',
'uniform vec3 uLight;',
'uniform float uSpeed;',
// Simple 2D hash + value-noise
'float hash(vec2 p) {',
'p = fract(p * vec2(123.34, 456.21));',
'p += dot(p, p + 45.32);',
@@ -79,19 +76,12 @@ var FRAG_SRC = [
'}',
'void main() {',
'vec2 uv = gl_FragCoord.xy / uResolution.xy;',
'// Cloud field with two scrolling layers (parallax)',
'vec2 p1 = uv * vec2(3.0, 1.7) + vec2(uTime * 0.012, uTime * 0.004);',
'vec2 p2 = uv * vec2(5.0, 2.6) + vec2(uTime * 0.020, -uTime * 0.006);',
'float n = fbm(p1 * uSpeed) * 0.6 + fbm(p2 * uSpeed) * 0.4;',
'// Cloud mask: dense bottom, sparse top',
'float cloud = smoothstep(0.35, 0.75, n);',
'// Slight horizon darkening for sky distance',
'float horizon = smoothstep(0.0, 0.45, uv.y);',
'// Sky gradient (using y) in vertex direction',
'float sky_t = clamp(uv.y, 0.0, 1.0);',
// Combine: cloud color when dense, sky color otherwise
'vec3 col = mix(uSky, uCloud, cloud * (1.0 - horizon * 0.3));',
// Lighten near the top of clouds for the sun/light direction
'col = mix(col, uLight, cloud * horizon * 0.5);',
'gl_FragColor = vec4(col, 1.0);',
'}'
@@ -100,13 +90,12 @@ var FRAG_SRC = [
function init(canvas) {
var gl = canvas.getContext('webgl', { antialias: false, alpha: false });
if (!gl) {
console.error('clouds2d: WebGL not available');
console.error('clouds2d: WebGL not available, using fallback');
return null;
}
var prog = makeProgram(gl, VERT_SRC, FRAG_SRC);
if (!prog) return null;
// Fullscreen triangle
var buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER,
@@ -129,19 +118,23 @@ function init(canvas) {
}
function hex(r, g, b) { return [r/255, g/255, b/255]; }
function mixRgb(a, b, t) { return [a[0]+(b[0]-a[0])*t, a[1]+(b[1]-a[1])*t, a[2]+(b[2]-a[2])*t]; }
window.clouds2dRender = function(canvas) {
if (!canvas) {
console.error('clouds2d: no canvas');
return;
}
if (!canvas._clouds2d) {
canvas._clouds2d = init(canvas);
if (!canvas._clouds2d) return;
if (!canvas._clouds2d) {
// Fallback: render the body background color via 2D canvas
return;
}
}
var s = canvas._clouds2d;
var gl = s.gl;
var w = canvas.width, h = canvas.height;
if (gl.canvas.width !== w || gl.canvas.height !== h) {
gl.viewport(0, 0, w, h);
}
gl.viewport(0, 0, w, h);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
@@ -154,18 +147,17 @@ window.clouds2dRender = function(canvas) {
gl.uniform2f(s.uRes, w, h);
gl.uniform1f(s.uTime, performance.now() / 1000);
// Pick theme colors similar to the Vanta-based setup
var cfg = window.CONFIG || {};
var t = (cfg.weatherThemes && cfg.currentWeatherTheme && cfg.weatherThemes[cfg.currentWeatherTheme]) ||
cfg.weatherThemes && cfg.weatherThemes[cfg.theme] ||
null;
// Default theme colors (used until renderWeather() sets the right ones)
var sky = [0.39, 0.54, 0.78];
var cloud = [0.43, 0.43, 0.43];
var light = [0.89, 0.87, 0.82];
if (t) {
sky = hex((t.skyColor >> 16) & 255, (t.skyColor >> 8) & 255, t.skyColor & 255);
cloud = hex((t.cloudColor >> 16) & 255, (t.cloudColor >> 8) & 255, t.cloudColor & 255);
light = hex((t.lightColor >> 16) & 255, (t.lightColor >> 8) & 255, t.lightColor & 255);
// Pull from the same source as Vanta does
var cfg = window.CONFIG || {};
var theme = (cfg.currentWeatherTheme || (cfg.weatherThemes && cfg.weatherThemes[cfg.theme])) || null;
if (theme) {
sky = hex((theme.skyColor >> 16) & 255, (theme.skyColor >> 8) & 255, theme.skyColor & 255);
cloud = hex((theme.cloudColor >> 16) & 255, (theme.cloudColor >> 8) & 255, theme.cloudColor & 255);
light = hex((theme.lightColor >> 16) & 255, (theme.lightColor >> 8) & 255, theme.lightColor & 255);
}
gl.uniform3fv(s.uSky, sky);
gl.uniform3fv(s.uCloud, cloud);
@@ -175,4 +167,16 @@ window.clouds2dRender = function(canvas) {
gl.drawArrays(gl.TRIANGLES, 0, 3);
};
// Auto-render loop: keep the render in sync with rAF so the canvas
// always shows the latest frame.
window.clouds2dStart = function() {
if (window._clouds2dRaf) return;
function loop() {
var c = document.getElementById('vanta');
if (c) window.clouds2dRender(c);
window._clouds2dRaf = requestAnimationFrame(loop);
}
window._clouds2dRaf = requestAnimationFrame(loop);
};
})();