- WEATHER_DENSITY bumped: sunny 0.20->0.55, cloudy 0.70->0.85,
night 0.45->0.65. Stormy stays at 1.0 (already maxed).
Even 'sunny' now has visible cloud structure, not just clear sky.
- clouds3d: add a second fBm layer at 4x frequency for fine detail,
blended at 18% into the base. Combined with the tighter smoothstep
(0.24 -> 0.18) the cloud silhouettes have more interesting edges
instead of soft blob shapes.
- Same density bump applied to clouds2d so swapping renderers
doesn't change the visual weather.
- config.renderer: clouds2d -> clouds3d (user request)
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.
- Remove all hardcoded fallback hex/rgb values
- Skip draw until __currentPalette is published by parent
- applyWeatherTheme now also mixes cloudShadow (was dropped)
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>.