auto-git:
[change] src/rendering/world-background-renderer.ts
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@@ -539,66 +539,55 @@ void main() {
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direction.y
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);
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float zenithFade = 1.0 - smoothstep(0.92, 1.0, direction.y);
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float forwardMask = smoothstep(-0.36, 0.18, auroraDirection.z);
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float auroraX = auroraDirection.x;
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float sideFalloff = 1.0 - smoothstep(0.72, 1.0, abs(auroraX));
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vec2 auroraUv = vec2(
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auroraX * 2.7,
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direction.y * 1.16 + auroraDirection.z * 0.22
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);
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float forwardMask = smoothstep(-0.42, 0.08, auroraDirection.z);
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float auroraX = auroraDirection.x * 2.85;
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float sideFalloff = 1.0 - smoothstep(2.15, 2.85, abs(auroraX));
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float authoredHeight = clamp(uAuroraHeight, 0.0, 1.0);
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float authoredThickness = clamp(uAuroraThickness, 0.0, 1.0);
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float baseCenter = uHorizonHeight + mix(0.18, 0.78, authoredHeight);
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float baseWidth = mix(0.045, 0.18, authoredThickness);
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float layerA = auroraCurtain(
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auroraUv,
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direction.y,
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baseCenter,
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baseWidth,
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auroraTime,
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0.0
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);
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float layerB = auroraCurtain(
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auroraUv * vec2(1.18, 0.86) + vec2(0.9, 0.2),
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direction.y,
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baseCenter + baseWidth * 1.35,
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baseWidth * 0.76,
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auroraTime * 1.24 + 8.0,
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2.7
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);
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float layerC = auroraCurtain(
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auroraUv * vec2(0.82, 1.12) + vec2(-1.6, 0.6),
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direction.y,
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baseCenter - baseWidth * 1.05,
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baseWidth * 1.36,
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auroraTime * 0.78 + 15.0,
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5.1
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);
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float sweepingGlow =
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float lowerEdge = uHorizonHeight + 0.04;
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float upperEdge = uHorizonHeight + mix(0.34, 0.92, authoredHeight);
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float thicknessWidth = mix(0.1, 0.34, authoredThickness);
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float verticalStart = smoothstep(lowerEdge, lowerEdge + thicknessWidth, direction.y);
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float verticalEnd =
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1.0 -
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smoothstep(upperEdge - thicknessWidth * 0.45, upperEdge + thicknessWidth, direction.y);
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float verticalVeil = verticalStart * verticalEnd;
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float topDrape =
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1.0 -
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smoothstep(
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baseWidth * 2.2,
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baseWidth * 9.0,
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abs(direction.y - baseCenter)
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thicknessWidth * 0.25,
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thicknessWidth * 2.8,
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abs(direction.y - upperEdge)
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);
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float bottomGlow =
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1.0 -
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smoothstep(
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lowerEdge + thicknessWidth * 0.4,
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lowerEdge + thicknessWidth * 3.4,
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direction.y
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);
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float layerA = auroraRayPattern(auroraX, auroraTime, 0.0);
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float layerB = auroraRayPattern(auroraX * 1.18 + 1.7, auroraTime * 1.22 + 9.0, 2.6);
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float layerC = auroraRayPattern(auroraX * 0.76 - 2.4, auroraTime * 0.78 + 15.0, 5.4);
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float rayField = layerA * 0.72 + layerB * 0.46 + layerC * 0.28;
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float softSkyBloom =
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sweepingGlow *
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fbm2(vec2(auroraUv.x * 0.8 + auroraTime * 0.02, auroraUv.y * 0.5 + 4.0));
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verticalVeil *
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fbm2(vec2(auroraX * 0.35 + auroraTime * 0.018, direction.y * 0.75 + 4.0));
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float auroraStrength =
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(layerA * 0.95 + layerB * 0.62 + layerC * 0.42 + softSkyBloom * 0.22) *
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(rayField * verticalVeil + topDrape * rayField * 0.22 + bottomGlow * layerA * 0.08 + softSkyBloom * 0.16) *
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forwardMask *
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sideFalloff *
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horizonFade *
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zenithFade;
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float colorNoise = fbm2(
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vec2(
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auroraUv.x * 2.4 - auroraTime * 0.05,
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direction.y * 2.1 + auroraUv.y * 0.45
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auroraX * 1.05 - auroraTime * 0.035,
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direction.y * 2.1 + 0.45
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)
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);
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float auroraColorMix =
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clamp(
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smoothstep(baseCenter - baseWidth * 0.4, baseCenter + baseWidth * 4.4, direction.y) *
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smoothstep(lowerEdge + thicknessWidth * 0.7, upperEdge, direction.y) *
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0.72 +
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colorNoise * 0.34,
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0.0,
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@@ -613,7 +602,7 @@ void main() {
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float cloudOcclusion = 1.0 - clamp(clouds * 0.58, 0.0, 0.72);
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float auroraEnergy = uAuroraVisibility * uAuroraIntensity * cloudOcclusion;
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skyColor += auroraColor * auroraStrength * auroraEnergy * 0.72;
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skyColor += innerFire * (layerA + layerB * 0.5) * auroraEnergy * 0.16;
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skyColor += innerFire * rayField * verticalVeil * auroraEnergy * 0.16;
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skyColor += auroraColor * softSkyBloom * auroraEnergy * 0.18;
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}
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