uniform sampler2D t_noise; const float CLOUD_AVG_HEIGHT = 1025.0; const float CLOUD_HEIGHT_MIN = CLOUD_AVG_HEIGHT - 30.0; const float CLOUD_HEIGHT_MAX = CLOUD_AVG_HEIGHT + 30.0; const float CLOUD_THRESHOLD = 0.27; const float CLOUD_SCALE = 5.0; const float CLOUD_DENSITY = 100.0; float vsum(vec3 v) { return v.x + v.y + v.z; } vec2 cloud_at(vec3 pos) { vec2 scaled_pos = pos.xy / CLOUD_SCALE; float tick_offs = 0.0 + texture(t_noise, scaled_pos * 0.0005 - time_of_day.x * 0.00001).x * 0.5 + texture(t_noise, scaled_pos * 0.0015).x * 0.15; float value = ( 0.0 + texture(t_noise, scaled_pos * 0.0003 + tick_offs).x + texture(t_noise, scaled_pos * 0.0015 - tick_offs * 2.0).x * 0.5 ) / 3.0; value += (0.0 + texture(t_noise, scaled_pos * 0.008 + time_of_day.x * 0.0002).x * 0.25 + texture(t_noise, scaled_pos * 0.02 + tick_offs + time_of_day.x * 0.0002).x * 0.15 ) * value; float density = max((value - CLOUD_THRESHOLD) - abs(pos.z - CLOUD_AVG_HEIGHT) / 200.0, 0.0) * CLOUD_DENSITY; const float SHADE_GRADIENT = 1.5 / (CLOUD_AVG_HEIGHT - CLOUD_HEIGHT_MIN); float shade = ((pos.z - CLOUD_AVG_HEIGHT) / (CLOUD_HEIGHT_MAX - CLOUD_HEIGHT_MIN)) * 2.5 + 0.7; return vec2(shade, density / (1.0 + vsum(abs(pos - cam_pos.xyz)) / 5000)); } vec4 get_cloud_color(vec3 dir, vec3 origin, float time_of_day, float max_dist, float quality) { const int ITERS = 12; const float INCR = 1.0 / ITERS; float mind = (CLOUD_HEIGHT_MIN - origin.z) / dir.z; float maxd = (CLOUD_HEIGHT_MAX - origin.z) / dir.z; float start = max(min(mind, maxd), 0.0); float delta = min(abs(mind - maxd), max_dist); float fuzz = sin(texture(t_noise, dir.xz * 100000.0 + tick.x).x * 100.0) * INCR * delta * pow(abs(maxd - mind), 0.3) * 2.0; float cloud_shade = 1.0; float passthrough = 1.0; if ((mind > 0.0 || maxd > 0.0) && start < max_dist) { float dist = start; for (int i = 0; i < ITERS; i ++) { dist += fuzz * 0.01 * min(pow(dist * 0.005, 2.0), 1.0); vec3 pos = origin + dir * min(dist, max_dist); vec2 sample = cloud_at(pos); float integral = sample.y * INCR; passthrough *= 1.0 - integral; cloud_shade = mix(cloud_shade, sample.x, passthrough * integral); dist += INCR * delta; if (passthrough < 0.1) { break; } } } float total_density = 1.0 - passthrough / (1.0 + delta * 0.0001); total_density = max(total_density - 1.0 / pow(max_dist, 0.25), 0.0); // Hack return vec4(vec3(cloud_shade), total_density); }