auto-git:

[change] src/rendering/world-background-renderer.ts
This commit is contained in:
2026-04-22 15:58:56 +02:00
parent e1551fe26f
commit ad3cb85f3d

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@@ -269,10 +269,28 @@ uniform float uCloudOpacityRandomness;
uniform vec2 uCloudDriftOffset;
varying vec3 vWorldPosition;
float hash12(vec2 point) {
return fract(sin(dot(point, vec2(127.1, 311.7))) * 43758.5453123);
}
float hash13(vec3 point) {
return fract(sin(dot(point, vec3(127.1, 311.7, 74.7))) * 43758.5453123);
}
float noise2(vec2 point) {
vec2 cell = floor(point);
vec2 local = fract(point);
vec2 blend = local * local * (3.0 - 2.0 * local);
float a = hash12(cell);
float b = hash12(cell + vec2(1.0, 0.0));
float c = hash12(cell + vec2(0.0, 1.0));
float d = hash12(cell + vec2(1.0, 1.0));
float x1 = mix(a, b, blend.x);
float x2 = mix(c, d, blend.x);
return mix(x1, x2, blend.y);
}
float noise3(vec3 point) {
vec3 cell = floor(point);
vec3 local = fract(point);
@@ -295,13 +313,13 @@ float noise3(vec3 point) {
return mix(y1, y2, blend.z);
}
float fbm3(vec3 point) {
float fbm2(vec2 point) {
float value = 0.0;
float amplitude = 0.5;
for (int octave = 0; octave < 5; octave++) {
value += noise3(point) * amplitude;
point = point * 2.01 + vec3(19.7, 7.3, 13.1);
value += noise2(point) * amplitude;
point = point * 2.03 + vec2(17.3, 9.1);
amplitude *= 0.5;
}
@@ -347,6 +365,25 @@ float starLayer(vec3 direction, float scale, float densityThreshold) {
return step(densityThreshold, seed) * star * mix(0.45, 1.0, hash13(cell + 17.0));
}
vec2 projectCloudUv(
vec3 direction,
float horizonHeight,
float cloudHeight,
float layerOffset,
vec2 driftOffset
) {
float projectedHeight =
max(
direction.y -
horizonHeight +
mix(0.24, 0.86, clamp(cloudHeight, 0.0, 1.0)) +
layerOffset,
0.08
);
return direction.xz / projectedHeight + driftOffset;
}
void main() {
vec3 direction = normalize(vWorldPosition - cameraPosition);
float shiftedY = clamp(direction.y - uHorizonHeight, -1.0, 1.0);
@@ -363,6 +400,8 @@ void main() {
float sunGlow = uSunVisible * sunHorizonFade * glowMask(direction, uSunDirection, uSunDiscSizeDegrees, 4.8);
float moonDisc = uMoonVisible * moonHorizonFade * discMask(direction, uMoonDirection, uMoonDiscSizeDegrees, 0.5);
float moonGlow = uMoonVisible * moonHorizonFade * glowMask(direction, uMoonDirection, uMoonDiscSizeDegrees, 5.6);
float sunAtmosphere = uSunVisible * sunHorizonFade * glowMask(direction, uSunDirection, uSunDiscSizeDegrees, 12.0);
float moonAtmosphere = uMoonVisible * moonHorizonFade * glowMask(direction, uMoonDirection, uMoonDiscSizeDegrees, 10.0);
vec3 rotatedStarDirection = normalize(rotationY(uStarRotationRadians) * direction);
float starDensity = clamp(uStarDensity, 0.0, 2.0);
@@ -378,38 +417,69 @@ void main() {
skyColor += vec3(stars) * uStarBrightness * uStarVisibility * starHorizonFade;
float cloudScale = max(uCloudScale, 0.01);
vec3 cloudDirection = normalize(
direction +
vec3(uCloudDriftOffset.x * 0.08, 0.0, uCloudDriftOffset.y * 0.08)
);
vec3 cloudCoord =
cloudDirection * (1.2 + cloudScale * 2.6) +
vec3(uCloudDriftOffset.x, 0.0, uCloudDriftOffset.y);
float layerA = fbm3(cloudCoord);
float layerB = fbm3(cloudCoord * 1.93 + vec3(5.1, 1.7, 3.4));
float layerC = noise3(cloudCoord * 3.4 + vec3(-3.4, 7.2, 1.9));
float cloudDensity = clamp(uCloudDensity, 0.0, 2.0);
float cloudShape = mix(layerA, layerA * 0.58 + layerB * 0.42, clamp(cloudDensity / 1.35, 0.0, 1.0));
cloudShape = mix(cloudShape, cloudShape * 0.72 + layerC * 0.28, 0.35);
vec2 driftA = uCloudDriftOffset * 0.55;
vec2 driftB =
vec2(-uCloudDriftOffset.y, uCloudDriftOffset.x) * 0.32 +
uCloudDriftOffset * 0.35;
vec2 cloudUvA =
projectCloudUv(direction, uHorizonHeight, uCloudHeight, 0.12, driftA) *
(0.28 + cloudScale * 0.48);
vec2 cloudUvB =
projectCloudUv(direction, uHorizonHeight, uCloudHeight, 0.28, driftB) *
(0.54 + cloudScale * 0.82);
float layerA = fbm2(cloudUvA);
float layerB = fbm2(cloudUvB * 1.37 + vec2(17.0, 11.0));
float layerC = noise2(cloudUvA * 2.9 + vec2(5.0, 3.0));
float cloudShape =
mix(
layerA,
layerA * 0.6 + layerB * 0.4,
clamp(cloudDensity / 1.35, 0.0, 1.0)
);
cloudShape = mix(cloudShape, cloudShape * 0.76 + layerC * 0.24, 0.42);
float bandCenter = mix(-0.15, 0.85, clamp(uCloudHeight, 0.0, 1.0)) + uHorizonHeight;
float bandNoise = (noise3(cloudCoord * 0.45 + vec3(11.0, 23.0, 5.0)) - 0.5) * 2.0 * clamp(uCloudHeightVariation, 0.0, 1.0);
float bandNoise =
(noise2(cloudUvB * 0.2 + vec2(23.0, 7.0)) - 0.5) *
2.0 *
clamp(uCloudHeightVariation, 0.0, 1.0);
float bandDistance = abs(direction.y - (bandCenter + bandNoise * 0.45));
float bandMask = 1.0 - smoothstep(0.22, 0.88, bandDistance + (1.0 - clamp(cloudDensity / 1.35, 0.0, 1.0)) * 0.15);
float bandWidth = mix(0.7, 0.34, clamp(cloudDensity / 1.4, 0.0, 1.0));
float bandMask = 1.0 - smoothstep(bandWidth, bandWidth + 0.18, bandDistance);
float coverageThreshold = mix(0.94, 0.12, clamp(uCloudCoverage, 0.0, 1.0));
float softness = mix(0.01, 0.22, clamp(uCloudSoftness, 0.0, 1.0));
float opacityNoise = mix(1.0, noise3(cloudCoord * 2.6 + vec3(19.0, 7.0, 2.0)), clamp(uCloudOpacityRandomness, 0.0, 1.0));
float opacityNoise =
mix(
1.0,
noise2(cloudUvA * 1.8 + vec2(31.0, 13.0)),
clamp(uCloudOpacityRandomness, 0.0, 1.0)
);
float cloudHorizonFade = smoothstep(
uHorizonHeight - 0.16,
uHorizonHeight + 0.08,
direction.y
);
float clouds = smoothstep(coverageThreshold - softness, coverageThreshold + softness, cloudShape + bandMask * 0.22);
clouds *= bandMask;
clouds *= bandMask * cloudHorizonFade;
clouds *= clamp(uCloudOpacity, 0.0, 1.0) * mix(0.82, 1.0, opacityNoise);
vec3 cloudLight = mix(mix(uSkyBottomColor, uSkyTopColor, 0.62), vec3(1.0), 0.12 + uDaylightFactor * 0.18 + uTwilightFactor * 0.08);
cloudLight += uSunColor * sunGlow * (0.16 + uTwilightFactor * 0.12);
cloudLight += uMoonColor * moonGlow * 0.04 * (1.0 - uDaylightFactor);
vec3 cloudColor = mix(cloudLight, uCloudTint, 0.56);
skyColor = mix(skyColor, cloudColor, clamp(clouds, 0.0, 1.0));
skyColor += uSunColor * (sunGlow * (0.16 + uTwilightFactor * 0.32) + sunDisc * (0.75 + min(uSunIntensity, 3.5) * 0.25));
skyColor += uMoonColor * (moonGlow * 0.12 + moonDisc * 0.35 * (0.35 + min(uMoonIntensity, 2.0) * 0.65));
skyColor +=
uSunColor *
(sunAtmosphere * (0.03 + uTwilightFactor * 0.18) +
sunGlow * (0.16 + uTwilightFactor * 0.32) +
sunDisc * (0.75 + min(uSunIntensity, 3.5) * 0.25));
skyColor +=
uMoonColor *
(moonAtmosphere * 0.015 * (1.0 - uDaylightFactor) +
moonGlow * 0.12 +
moonDisc * 0.35 * (0.35 + min(uMoonIntensity, 2.0) * 0.65));
skyColor = clamp(skyColor, 0.0, 1.0);
gl_FragColor = vec4(skyColor, 1.0);
@@ -547,6 +617,9 @@ export class WorldBackgroundRenderer {
uSkyBottomColor: {
value: new Color(DEFAULT_IMAGE_BACKGROUND_FALLBACK_COLOR)
},
uHorizonHeight: {
value: 0
},
uSunDirection: {
value: new Vector3(0, 1, 0)
},
@@ -814,6 +887,8 @@ export class WorldBackgroundRenderer {
this.shaderSkyMaterial.uniforms.uSkyBottomColor.value.set(
state.sky.bottomColorHex
);
this.shaderSkyMaterial.uniforms.uHorizonHeight.value =
state.sky.horizonHeight;
this.shaderSkyMaterial.uniforms.uSunDirection.value.set(
state.celestial.sunDirection.x,
state.celestial.sunDirection.y,