Commit Graph
12 Commits
Author SHA1 Message Date
Richard Zink bfbb73a2af 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.
2026-10-07 19:40:12 +02:00
Richard Zink 673ed6cf0f Fix night sky: visible clouds, real moon-driven darkening
Three coordinated changes:
1. nightPaletteNew.cloud: void -> raised (slightly lighter than
   sky) so clouds have contrast against the new-moon sky
2. nightPaletteFull.cloudShadow: panel -> void so cloud undersides
   fade into the night sky, while the lit topsides (border) stand
   out clearly
3. getNightColor() now keeps 'light' (moonlight) bright and only
   partially darkens sky/bg. The previous version squashed
   everything toward black, killing cloud structure.

Shader side:
- max(0.15, uDayProgress) keeps a baseline moonlight tint on the
  lit side of clouds even when uDayProgress happens to be 0
- The final darken pass is now driven by nightFactor (sunAlt-based)
  instead of the unreliable uDayProgress
2026-10-07 19:25:50 +02:00
Richard Zink 4145fbdd58 Fix night sky too bright after sunset
Three fixes:
1. getColor() switched from 'sunPos.altitude > 0' to
   '> sunPalettes[0].alt' (-pi/2). The day palette interpolates
   through twilight to deep-below-horizon, so an hour after sunset
   (sunAlt ~ -15deg) we now stay on the day palette and get the
   intended dark 'panel' colour instead of switching to the moon
   palette immediately.
2. getNightColor() now actually applies MIN_NIGHT_BRIGHTNESS via
   shiftColor toward black (the old 'brightness' var was unused
   dead code).
3. applyWeatherTheme() cuts the weather tint by up to 70% at
   night, so a 'cloudy' theme no longer washes the night sky with
   the brighter weather sky colour.
2026-10-07 19:21:24 +02:00
Richard Zink 5e66cdfa2b clouds3d: closer cruise, sun-alt-driven stars
- Cruise altitude 2.6 -> 2.0 (just above cloud ceiling y=1.5,
  gives the 'just above the clouds' airliner feel)
- Expose __currentSunAlt (radians) from animate() so the
  renderer can tell night from day without misreading
  realDayProgress (which mixes pre-dawn + post-sunset hours)
- Replace (1 - uDayProgress) star gate by smoothstep over uSunAlt:
  nightFactor = 1 when sun is well below horizon, 0 when above
- Widen sky band so stars are visible from the horizon upward
  (cockpit-perspective frame is mostly below rd.y=0.3)
2026-10-07 19:14:46 +02:00
Richard Zink 0648676974 Add volumetric clouds3d renderer
Raymarches a horizontal cloud layer (28 steps, 4-octave 3D fBm).
Camera path is sinusoidal in altitude so the view dips into the
cloud deck at intervals for a 'fly through the edges' feel.
Density threshold from weather: sunny -> sparse, stormy -> overcast.
Renderer is selected via CONFIG.renderer ('clouds2d' or 'clouds3d').
2026-10-07 18:54:58 +02:00
Richard Zink 3812f80f40 Make clouds2d.js theme-agnostic
- Remove all hardcoded fallback hex/rgb values
- Skip draw until __currentPalette is published by parent
- applyWeatherTheme now also mixes cloudShadow (was dropped)
2026-10-07 18:53:15 +02:00
Richard Zink c6764fd534 Fix clouds2d: create own canvas element
The 2D WebGL renderer now creates its own <canvas> overlay inside
the target element, instead of expecting the target to already be a
canvas. This fixes 'canvas.getContext is not a function' when the
target is a <div>.
2026-10-07 18:49:42 +02:00
Richard Zink e8df75eebc Enable debug temporarily for diagnosis 2026-10-07 16:56:50 +02:00
Richard Zink d8e619e0c3 Add lightweight 2D WebGL cloud renderer as alternative to Vanta 2026-10-07 16:47:53 +02:00
Richard Zink a82d6cce3d Inline noise.png as base64 data URI to allow file:// access 2026-10-07 16:20:14 +02:00
Richard Zink fcf431470a Disable Vanta default texturePath so only our inline data:image is loaded 2026-10-07 16:15:49 +02:00
Richard Zink 8e05444cfb Add build.py: bundles all assets into a single standalone HTML 2026-10-07 16:12:16 +02:00