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Made clouds bigger, more performant and prettier
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259879d832
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@ -115,11 +115,11 @@ float is_star_at(vec3 dir) {
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}
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const float CLOUD_AVG_HEIGHT = 1025.0;
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const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 35.0;
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const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 35.0;
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const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 50.0;
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const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 50.0;
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const float CLOUD_THRESHOLD = 0.3;
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const float CLOUD_SCALE = 1.0;
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const float CLOUD_DENSITY = 100.0;
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const float CLOUD_SCALE = 5.0;
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const float CLOUD_DENSITY = 50.0;
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float vsum(vec3 v) {
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return v.x + v.y + v.z;
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@ -127,27 +127,28 @@ float vsum(vec3 v) {
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vec2 cloud_at(vec3 pos) {
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float tick_offs = 0.0
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+ texture(t_noise, pos.xy * 0.0001 + tick.x * 0.001).x * 1.0
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+ texture(t_noise, pos.xy * 0.000003).x * 5.0;
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+ texture(t_noise, pos.xy * 0.0001 - tick.x * 0.001).x * 0.5
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+ texture(t_noise, pos.xy * 0.000003).x * 3.0;
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float value = (
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0.0
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0003 + tick_offs).x
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0009 - tick_offs).x * 0.5
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.0025 - tick.x * 0.01).x * 0.25
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.008 + tick.x * 0.02).x * 0.1
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.008 + tick.x * 0.02).x * 0.15
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+ texture(t_noise, pos.xy / CLOUD_SCALE * 0.02 + tick_offs + tick.x * 0.02).x * 0.1
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) / 3.0;
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float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 500.0, 0.0) * CLOUD_DENSITY;
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float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 400.0, 0.0) * CLOUD_DENSITY;
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float shade = ((pos.z - CLOUD_AVG_HEIGHT) / (CLOUD_AVG_HEIGHT - CLOUD_HEIGHT_MIN) + 0.5);
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float shade = ((pos.z - CLOUD_AVG_HEIGHT) * 1.8 / (CLOUD_AVG_HEIGHT - CLOUD_HEIGHT_MIN) + 0.5);
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return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 5000));
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}
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vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, float quality) {
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const float INCR = 0.06;
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const float INCR = 0.1;
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float mind = (CLOUD_HEIGHT_MIN - origin.z) / dir.z;
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float maxd = (CLOUD_HEIGHT_MAX - origin.z) / dir.z;
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@ -162,14 +163,14 @@ vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, f
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float incr = INCR;
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float fuzz = sin(texture(t_noise, dir.xz * 100000.0).x * 100.0) * incr * delta;
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float fuzz = sin(texture(t_noise, dir.xz * 100000.0 + tick.x).x * 100.0) * incr * delta;
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float cloud_shade = 1.0;
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float passthrough = 1.0;
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if (do_cast) {
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for (float d = 0.0; d < 1.0; d += incr) {
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float dist = start + d * delta;
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dist += fuzz * min(pow(dist * 0.005, 2.0), 1.0);
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dist += fuzz * pow(maxd - mind, 0.5) * 0.01 * min(pow(dist * 0.005, 2.0), 1.0);
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vec3 pos = origin + dir * min(dist, max_dist);
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vec2 sample = cloud_at(pos);
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