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