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Diffstat (limited to 'themes/src/_shaders/sky.frag')
| -rw-r--r-- | themes/src/_shaders/sky.frag | 78 |
1 files changed, 78 insertions, 0 deletions
diff --git a/themes/src/_shaders/sky.frag b/themes/src/_shaders/sky.frag new file mode 100644 index 0000000..a2eb18b --- /dev/null +++ b/themes/src/_shaders/sky.frag @@ -0,0 +1,78 @@ +precision highp float; + +varying vec2 vUv; + +uniform float time; // seconds, for slow cloud drift +uniform float horizon; // screen-space y of the water horizon (~0.5) + +float hash(vec2 p) { + p = fract(p * vec2(123.34, 456.21)); + p += dot(p, p + 45.32); + return fract(p.x * p.y); +} + +float valueNoise(vec2 p) { + vec2 i = floor(p); + vec2 f = fract(p); + float a = hash(i); + float b = hash(i + vec2(1.0, 0.0)); + float c = hash(i + vec2(0.0, 1.0)); + float d = hash(i + vec2(1.0, 1.0)); + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); +} + +float fbm(vec2 p) { + float v = 0.0; + float amp = 0.5; + for (int i = 0; i < 4; i++) { + v += amp * valueNoise(p); + p *= 2.0; + amp *= 0.5; + } + return v; +} + +const vec3 SKY_HORIZON = vec3(0.80, 0.88, 0.98); // matches water horizon fade +const vec3 SKY_TOP = vec3(0.22, 0.48, 0.86); // deeper zenith blue +const vec3 CLOUD_COLOR = vec3(1.00, 0.98, 0.95); // white, slightly warm + +const float DEPTH_BIAS = 0.05; // caps frequency at the horizon (larger = gentler shrink) +const float CLOUD_FREQ = 2.7; // overall cloud scale (larger = more, smaller clouds) +const float X_STRETCH = 0.35; // < 1 stretches clouds horizontally -> wispy +const float CLOUD_THRESH = 0.55; // coverage cutoff; higher = sparser sky +const float CLOUD_SOFT = 0.22; // edge softness of the cloud mask +const float CLOUD_OPACITY = 0.85; // max cloud whiteness +const float DRIFT_SPEED = 0.03; // slow lateral drift (noise units / sec) +const float H_FADE = 0.12; // band over which clouds fade in above horizon + +void main() { + // Height above the water horizon: 0 at the waterline, (1 - horizon) at the top. + float above = max(vUv.y - horizon, 0.0); + + // Vertical gradient. + float g = clamp(above / (1.0 - horizon), 0.0, 1.0); + vec3 col = mix(SKY_HORIZON, SKY_TOP, pow(g, 0.75)); + float haze = 1.0 - smoothstep(0.0, 0.35, g); + col += vec3(0.06, 0.04, 0.00) * haze; + + // Flat cloud-ceiling perspective: distance along the view ~ 1/above, so + // features shrink AND compress vertically toward the horizon. + float depth = 1.0 / (above + DEPTH_BIAS); + vec2 q; + q.x = (vUv.x - 0.5) * depth; + q.y = depth; + + vec2 p = vec2(q.x * X_STRETCH, q.y) * CLOUD_FREQ; + p.x += time * DRIFT_SPEED; + + float n = fbm(p); + float cloud = smoothstep(CLOUD_THRESH, CLOUD_THRESH + CLOUD_SOFT, n); + + // Fade clouds into the haze right at the horizon. + cloud *= smoothstep(0.0, H_FADE, above); + + col = mix(col, CLOUD_COLOR, cloud * CLOUD_OPACITY); + + gl_FragColor = vec4(col, 1.0); +} |
