HD clouds: noise scales that divide the camera's 65536-block wrap, so the clouds and their shadows no longer jump at x or z = 0

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-29 23:22:19 +03:00
committed by airdef
parent 60eb9be45f
commit 74d1e61813
@@ -21,6 +21,8 @@ fn dampen(x: f32) -> f32 {
}
// Where a camera-relative point lies in the world's cloud pattern (the wind moves the pattern).
// The camera's x, z come wrapped to 65536 blocks: every noise scale below must divide that (powers
// of two), or the pattern jumps where the wrap happens (at x or z = 0).
fn cloud_xz(pos: vec3<f32>) -> vec2<f32> {
return vec2<f32>(pos.x + frame.cloud_cam.x, pos.z + frame.cloud_cam.y)
+ vec2<f32>(0.8, 0.6) * (CLOUD_WIND * frame.clouds.w);
@@ -33,8 +35,8 @@ fn cloud_density(pos: vec3<f32>, detail: f32) -> f32 {
let h = (pos.y - frame.clouds.x) / frame.clouds.y;
if h <= 0.0 || h >= 1.0 { return 0.0; }
let w = cloud_xz(pos);
let cover = textureSampleLevel(noise2, repeat_s, w / 16000.0, 0.0).r;
let shape = textureSampleLevel(noise2, repeat_s, w / 3000.0, 0.0).g;
let cover = textureSampleLevel(noise2, repeat_s, w / 16384.0, 0.0).r;
let shape = textureSampleLevel(noise2, repeat_s, w / 4096.0, 0.0).g;
let cu = mix(0.56, 0.80, cover) + frame.cloud_cam.z;
var d = linear_step(1.0 - cu, 1.0, shape);
// Carve an egg shape, thin out the bottom.
@@ -43,9 +45,9 @@ fn cloud_density(pos: vec3<f32>, detail: f32) -> f32 {
if d < 0.002 { return 0.0; }
if detail > 0.0 {
let p3 = vec3<f32>(w.x, pos.y, w.y);
let warp = (textureSampleLevel(noise3, repeat_s, p3 / 1100.0, 0.0).b - 0.5) * 0.4;
let w0 = 1.0 - textureSampleLevel(noise3, repeat_s, p3 / 420.0 + vec3<f32>(warp), 0.0).r;
let w1 = 1.0 - textureSampleLevel(noise3, repeat_s, p3 / 90.0 + vec3<f32>(warp * 3.0), 0.0).g;
let warp = (textureSampleLevel(noise3, repeat_s, p3 / 1024.0, 0.0).b - 0.5) * 0.4;
let w0 = 1.0 - textureSampleLevel(noise3, repeat_s, p3 / 512.0 + vec3<f32>(warp), 0.0).r;
let w1 = 1.0 - textureSampleLevel(noise3, repeat_s, p3 / 64.0 + vec3<f32>(warp * 3.0), 0.0).g;
let fade = 0.20 * smoothstep(0.85, 1.0, 1.0 - h) - 0.35 * smoothstep(0.05, 0.5, h) + 0.6;
d -= 0.55 * w0 * w0 * dampen(1.0 - d);
d -= 0.45 * w1 * w1 * dampen(1.0 - d) * fade;