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[change] src/rendering/world-background-renderer.ts
This commit is contained in:
2026-04-22 15:50:46 +02:00
parent 86140cbdf0
commit e1551fe26f

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@@ -240,6 +240,7 @@ gl_FragColor = vec4(color, 1.0);
const DEFAULT_SKY_FRAGMENT_SHADER = `
uniform vec3 uSkyTopColor;
uniform vec3 uSkyBottomColor;
uniform float uHorizonHeight;
uniform vec3 uSunDirection;
uniform vec3 uSunColor;
uniform float uSunIntensity;
@@ -268,49 +269,54 @@ uniform float uCloudOpacityRandomness;
uniform vec2 uCloudDriftOffset;
varying vec3 vWorldPosition;
const float PI = 3.1415926535897932384626433832795;
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 noise(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 noise3(vec3 point) {
vec3 cell = floor(point);
vec3 local = fract(point);
vec3 blend = local * local * (3.0 - 2.0 * local);
float a = hash13(cell);
float b = hash13(cell + vec3(1.0, 0.0, 0.0));
float c = hash13(cell + vec3(0.0, 1.0, 0.0));
float d = hash13(cell + vec3(1.0, 1.0, 0.0));
float e = hash13(cell + vec3(0.0, 0.0, 1.0));
float f = hash13(cell + vec3(1.0, 0.0, 1.0));
float g = hash13(cell + vec3(0.0, 1.0, 1.0));
float h = hash13(cell + vec3(1.0, 1.0, 1.0));
float x1 = mix(a, b, blend.x);
float x2 = mix(c, d, blend.x);
float y1 = mix(x1, x2, blend.y);
float x3 = mix(e, f, blend.x);
float x4 = mix(g, h, blend.x);
float y2 = mix(x3, x4, blend.y);
return mix(mix(a, b, blend.x), mix(c, d, blend.x), blend.y);
return mix(y1, y2, blend.z);
}
float fbm(vec2 point) {
float fbm3(vec3 point) {
float value = 0.0;
float amplitude = 0.5;
for (int octave = 0; octave < 5; octave++) {
value += noise(point) * amplitude;
point = point * 2.03 + vec2(19.7, 7.3);
value += noise3(point) * amplitude;
point = point * 2.01 + vec3(19.7, 7.3, 13.1);
amplitude *= 0.5;
}
return value;
}
mat2 rotation2d(float radians) {
mat3 rotationY(float radians) {
float sine = sin(radians);
float cosine = cos(radians);
return mat2(cosine, -sine, sine, cosine);
}
vec2 toSkyUv(vec3 direction) {
float longitude = atan(direction.z, direction.x);
float latitude = asin(clamp(direction.y, -1.0, 1.0));
return vec2(longitude / (2.0 * PI) + 0.5, latitude / PI + 0.5);
return mat3(
cosine, 0.0, -sine,
0.0, 1.0, 0.0,
sine, 0.0, cosine
);
}
float discMask(vec3 direction, vec3 lightDirection, float sizeDegrees, float featherScale) {
@@ -331,60 +337,68 @@ float glowMask(vec3 direction, vec3 lightDirection, float sizeDegrees, float rad
return smoothstep(outerCos, innerCos, alignment);
}
float starLayer(vec2 uv, float scale, float densityThreshold) {
vec2 scaledUv = uv * scale;
vec2 cell = floor(scaledUv);
vec2 local = fract(scaledUv) - 0.5;
float seed = hash12(cell);
float star = smoothstep(0.18, 0.0, length(local));
float starLayer(vec3 direction, float scale, float densityThreshold) {
vec3 scaledDirection = direction * scale;
vec3 cell = floor(scaledDirection);
vec3 local = fract(scaledDirection) - 0.5;
float seed = hash13(cell);
float star = smoothstep(0.16, 0.0, length(local));
return step(densityThreshold, seed) * star * mix(0.45, 1.0, hash12(cell + 17.0));
return step(densityThreshold, seed) * star * mix(0.45, 1.0, hash13(cell + 17.0));
}
void main() {
vec3 direction = normalize(vWorldPosition - cameraPosition);
float skyMix = clamp(direction.y * 0.5 + 0.5, 0.0, 1.0);
float shiftedY = clamp(direction.y - uHorizonHeight, -1.0, 1.0);
float skyMix = clamp(shiftedY * 0.5 + 0.5, 0.0, 1.0);
skyMix = pow(skyMix, 0.72);
vec3 skyColor = mix(uSkyBottomColor, uSkyTopColor, skyMix);
float horizonMask = pow(clamp(1.0 - abs(direction.y), 0.0, 1.0), 2.6);
float horizonMask = pow(clamp(1.0 - abs(shiftedY), 0.0, 1.0), 2.6);
skyColor += mix(uSkyBottomColor, vec3(1.0), 0.1 + uTwilightFactor * 0.18) * horizonMask * 0.04;
float sunDisc = uSunVisible * discMask(direction, uSunDirection, uSunDiscSizeDegrees, 0.42);
float sunGlow = uSunVisible * glowMask(direction, uSunDirection, uSunDiscSizeDegrees, 4.8);
float moonDisc = uMoonVisible * discMask(direction, uMoonDirection, uMoonDiscSizeDegrees, 0.5);
float moonGlow = uMoonVisible * glowMask(direction, uMoonDirection, uMoonDiscSizeDegrees, 5.6);
float sunHorizonFade = smoothstep(uHorizonHeight - 0.14, uHorizonHeight + 0.03, uSunDirection.y);
float moonHorizonFade = smoothstep(uHorizonHeight - 0.14, uHorizonHeight + 0.03, uMoonDirection.y);
float sunDisc = uSunVisible * sunHorizonFade * discMask(direction, uSunDirection, uSunDiscSizeDegrees, 0.42);
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);
vec2 skyUv = toSkyUv(direction);
vec2 centeredStarUv = skyUv - 0.5;
centeredStarUv = rotation2d(uStarRotationRadians) * centeredStarUv;
vec2 starUv = centeredStarUv + 0.5;
vec3 rotatedStarDirection = normalize(rotationY(uStarRotationRadians) * direction);
float starDensity = clamp(uStarDensity, 0.0, 2.0);
float starLayerA = starLayer(starUv, mix(110.0, 360.0, clamp(starDensity * 0.65, 0.0, 1.0)), mix(0.994, 0.9, clamp(starDensity, 0.0, 1.0)));
float starLayerB = starLayer(starUv + vec2(13.4, 5.7), mix(220.0, 640.0, clamp(starDensity * 0.5, 0.0, 1.0)), mix(0.9985, 0.96, clamp(starDensity * 0.8, 0.0, 1.0)));
float starTwinkle = noise(starUv * 24.0 + vec2(uStarRotationRadians * 0.5, uTwilightFactor * 17.0));
float starLayerA = starLayer(rotatedStarDirection, mix(110.0, 360.0, clamp(starDensity * 0.65, 0.0, 1.0)), mix(0.994, 0.9, clamp(starDensity, 0.0, 1.0)));
float starLayerB = starLayer(
normalize(rotationY(uStarRotationRadians + 1.618) * direction),
mix(220.0, 640.0, clamp(starDensity * 0.5, 0.0, 1.0)),
mix(0.9985, 0.96, clamp(starDensity * 0.8, 0.0, 1.0))
);
float starTwinkle = noise3(rotatedStarDirection * 24.0 + vec3(uTwilightFactor * 17.0, uStarRotationRadians * 0.5, 9.0));
float stars = (starLayerA * 0.75 + starLayerB * 1.15) * mix(0.8, 1.18, starTwinkle);
float starHorizonFade = smoothstep(-0.08, 0.12, direction.y);
float starHorizonFade = smoothstep(uHorizonHeight - 0.08, uHorizonHeight + 0.12, direction.y);
skyColor += vec3(stars) * uStarBrightness * uStarVisibility * starHorizonFade;
vec2 cloudUv = skyUv;
cloudUv.x += uCloudDriftOffset.x;
cloudUv.y += uCloudDriftOffset.y;
float cloudScale = max(uCloudScale, 0.01);
float layerA = fbm(cloudUv * (0.9 + cloudScale * 1.4));
float layerB = fbm((cloudUv + vec2(5.1, 1.7)) * (1.8 + cloudScale * 2.1));
float layerC = noise((cloudUv - vec2(3.4, 7.2)) * (3.4 + cloudScale * 3.4));
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);
float bandCenter = mix(-0.15, 0.85, clamp(uCloudHeight, 0.0, 1.0));
float bandNoise = (noise(cloudUv * 0.45 + vec2(11.0, 23.0)) - 0.5) * 2.0 * clamp(uCloudHeightVariation, 0.0, 1.0);
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 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 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, noise(cloudUv * 2.6 + vec2(19.0, 7.0)), clamp(uCloudOpacityRandomness, 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 clouds = smoothstep(coverageThreshold - softness, coverageThreshold + softness, cloudShape + bandMask * 0.22);
clouds *= bandMask;
clouds *= clamp(uCloudOpacity, 0.0, 1.0) * mix(0.82, 1.0, opacityNoise);