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); }