cloud rendering
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@ -22,6 +22,7 @@ uniform vec3 moonColor;
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uniform float moonIntensity;
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uniform float moonPhase;
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uniform float starsIntensity;
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uniform float time;
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// Output fragment color
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out vec4 finalColor;
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@ -31,6 +32,40 @@ float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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// Noise function for clouds
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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// Four corners in 2D of a tile
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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// Smooth interpolation
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
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}
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// Fractal brownian motion for cloud shapes
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float fbm(vec2 p) {
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 2.0;
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for (int i = 0; i < 3; i++) {
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value += amplitude * noise(p * frequency);
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amplitude *= 0.5;
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frequency *= 2.0;
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}
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return value;
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}
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void main()
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{
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// Normalize the world position to get direction from center
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@ -42,6 +77,42 @@ void main()
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// Interpolate between horizon and zenith colors
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vec3 skyColor = mix(horizonColor, zenithColor, gradientFactor);
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// Simple cloud layer (only during day)
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if (direction.y > 0.1 && sunIntensity > 0.2) {
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// Map direction to 2D cloud coordinates
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vec2 cloudCoord = direction.xz / max(direction.y, 0.001) * 0.5;
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// Animate clouds
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cloudCoord += vec2(time * 0.02, time * 0.01);
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// Generate cloud pattern using multiple layers of noise
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float cloudNoise = 0.0;
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cloudNoise += fbm(cloudCoord * 2.0) * 0.5;
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cloudNoise += fbm(cloudCoord * 5.0) * 0.25;
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cloudNoise += fbm(cloudCoord * 11.0) * 0.125;
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// Shape the clouds
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float cloudDensity = smoothstep(0.4, 0.6, cloudNoise);
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// Fade clouds at horizon
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cloudDensity *= smoothstep(0.0, 0.3, direction.y);
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if (cloudDensity > 0.01) {
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// Simple cloud lighting
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float lightness = 0.7 + 0.3 * sunIntensity;
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// Make clouds slightly bluish in shadow, whiter in light
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vec3 cloudColor = mix(
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vec3(0.7, 0.75, 0.85), // Shadow color
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vec3(1.0, 1.0, 1.0), // Lit color
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lightness
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);
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// Mix clouds with sky
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skyColor = mix(skyColor, cloudColor, cloudDensity * 0.8);
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}
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}
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// Add stars (only visible at night)
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if (starsIntensity > 0.01 && direction.y > -0.1) { // Don't render stars below horizon
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// Create a simple star field using noise
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@ -37,6 +37,7 @@ Sky::Sky()
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moonIntensityLoc = GetShaderLocation(skyShader, "moonIntensity");
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moonPhaseLoc = GetShaderLocation(skyShader, "moonPhase");
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starsIntensityLoc = GetShaderLocation(skyShader, "starsIntensity");
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timeLoc = GetShaderLocation(skyShader, "time");
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// Assign shader to sky model
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skyModel.materials[0].shader = skyShader;
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@ -290,6 +291,10 @@ void Sky::renderSkybox(const Camera3D& camera) {
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SetShaderValue(skyShader, moonPhaseLoc, &moon.phase, SHADER_UNIFORM_FLOAT);
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SetShaderValue(skyShader, starsIntensityLoc, &starsIntensity, SHADER_UNIFORM_FLOAT);
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// Pass current time for cloud animation
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float currentTime = GetTime();
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SetShaderValue(skyShader, timeLoc, ¤tTime, SHADER_UNIFORM_FLOAT);
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// Draw the sky dome with shader
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DrawModel(skyModel, {0, 0, 0}, 1.0f, WHITE);
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} else {
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@ -50,6 +50,7 @@ private:
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int moonIntensityLoc;
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int moonPhaseLoc;
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int starsIntensityLoc;
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int timeLoc;
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public:
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Sky();
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