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[change] src/rendering/world-background-renderer.ts
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@@ -576,91 +576,94 @@ void main() {
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if (uAuroraVisibility > 0.001) {
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vec3 auroraDirection = normalize(rotationY(uAuroraRotationRadians) * direction);
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float auroraTime = uAuroraTimeHours * max(uAuroraSpeed, 0.0);
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float hemisphereMask = smoothstep(-0.24, 0.42, auroraDirection.z);
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vec2 auroraUv = vec2(
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auroraDirection.x * 2.2 + auroraDirection.z * 0.35,
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auroraDirection.z * 1.28
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);
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float arcNoise = fbm2(
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auroraUv * 0.72 + vec2(auroraTime * 0.06, -auroraTime * 0.025)
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);
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float arcCenter =
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uHorizonHeight +
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mix(0.16, 0.82, clamp(uAuroraHeight, 0.0, 1.0)) +
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(arcNoise - 0.5) * mix(0.1, 0.34, clamp(uAuroraThickness, 0.0, 1.0));
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float curtainThickness = mix(0.09, 0.34, clamp(uAuroraThickness, 0.0, 1.0));
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float curtainMask =
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1.0 -
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smoothstep(
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curtainThickness,
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curtainThickness + 0.1,
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abs(direction.y - arcCenter)
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);
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float horizonFade = smoothstep(
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uHorizonHeight - 0.02,
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uHorizonHeight + 0.14,
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uHorizonHeight - 0.03,
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uHorizonHeight + 0.2,
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direction.y
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);
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float topFade =
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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 sideFalloff =
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1.0 -
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smoothstep(
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arcCenter + curtainThickness * 1.45,
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arcCenter + curtainThickness * 2.3,
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direction.y
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1.18,
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2.05,
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abs(atan(auroraDirection.x, max(auroraDirection.z, 0.08)))
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);
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float sway = fbm2(
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vec2(
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auroraUv.x * 3.5 - auroraTime * 0.22,
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auroraUv.y * 1.4 + auroraTime * 0.04
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)
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float auroraAzimuth = atan(auroraDirection.x, max(auroraDirection.z, 0.08));
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vec2 auroraUv = vec2(
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auroraAzimuth * 1.15 + auroraDirection.x * 0.28,
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auroraDirection.z * 1.4 + direction.y * 0.18
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);
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float sweep = fbm2(
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vec2(
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auroraUv.x * 6.4 + auroraTime * 0.15,
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auroraUv.y * 2.8 - auroraTime * 0.03
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)
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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 filamentPattern = auroraFilamentPattern(
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vec2(auroraUv.x * 1.8, direction.y * 6.0 + auroraUv.y * 2.0),
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auroraTime * 1.7
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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 skirt =
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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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1.0 -
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smoothstep(
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arcCenter - curtainThickness * 1.8,
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arcCenter - curtainThickness * 0.2,
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direction.y
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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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);
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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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float auroraStrength =
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curtainMask *
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hemisphereMask *
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(layerA * 0.95 + layerB * 0.62 + layerC * 0.42 + softSkyBloom * 0.22) *
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forwardMask *
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sideFalloff *
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horizonFade *
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topFade *
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(0.42 + sway * 0.78) *
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mix(0.55, 1.25, filamentPattern) *
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mix(0.76, 1.0, sweep) *
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mix(0.62, 1.0, skirt);
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float auroraGlow =
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hemisphereMask *
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horizonFade *
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(1.0 -
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smoothstep(
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curtainThickness * 1.6,
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curtainThickness * 3.0,
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abs(direction.y - arcCenter)
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)) *
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(0.16 + sway * 0.32);
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float auroraColorMix = clamp(0.18 + filamentPattern * 0.46 + sweep * 0.5, 0.0, 1.0);
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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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)
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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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0.72 +
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colorNoise * 0.34,
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0.0,
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1.0
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);
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vec3 auroraColor = mix(
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uAuroraPrimaryColor,
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uAuroraSecondaryColor,
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auroraColorMix
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);
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auroraColor += vec3(0.82, 1.0, 0.9) * filamentPattern * 0.07;
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skyColor +=
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auroraColor *
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(auroraStrength * uAuroraVisibility * uAuroraIntensity +
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auroraGlow * uAuroraVisibility * uAuroraIntensity * 0.4);
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vec3 innerFire = mix(vec3(0.78, 1.0, 0.82), uAuroraPrimaryColor, 0.5);
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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 += auroraColor * softSkyBloom * auroraEnergy * 0.18;
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}
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skyColor +=
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