diff --git a/app.js b/app.js index 3ad45ee..32c37d6 100644 --- a/app.js +++ b/app.js @@ -350,6 +350,126 @@ const perlin = createPerlinNoise(); scene.add(islandGroup); })(); +// === PROCEDURAL CLOUD LAYER === +// A volumetric cloud layer below the island, using a custom shader with Perlin noise. + +const CLOUD_LAYER_Y = -6.0; +const CLOUD_DIMENSIONS = 120; +const CLOUD_THICKNESS = 15; +const CLOUD_OPACITY = 0.6; + +const cloudGeometry = new THREE.BoxGeometry(CLOUD_DIMENSIONS, CLOUD_THICKNESS, CLOUD_DIMENSIONS, 8, 4, 8); + +const CloudShader = { + uniforms: { + 'uTime': { value: 0.0 }, + 'uCloudColor': { value: new THREE.Color(0x88bbff) }, + 'uNoiseScale': { value: new THREE.Vector3(0.015, 0.015, 0.015) }, + 'uDensity': { value: 0.8 }, + }, + vertexShader: ` + varying vec3 vWorldPosition; + void main() { + vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz; + gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); + } + `, + fragmentShader: ` + uniform float uTime; + uniform vec3 uCloudColor; + uniform vec3 uNoiseScale; + uniform float uDensity; + varying vec3 vWorldPosition; + + // Perlin noise function (simplified, 3D) + // Source: https://thebookofshaders.com/11/ + vec3 mod289(vec3 x) { return x - floor(x / 289.0) * 289.0; } + vec4 mod289(vec4 x) { return x - floor(x / 289.0) * 289.0; } + vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } + vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } + float snoise(vec3 v) { + const vec2 C = vec2(1.0/6.0, 1.0/3.0); + const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); + vec3 i = floor(v + dot(v, C.yyy)); + vec3 x0 = v - i + dot(i, C.xxx); + vec3 g = step(x0.yzx, x0.xyz); + vec3 l = 1.0 - g; + vec3 i1 = min(g.xyz, l.zxy); + vec3 i2 = max(g.xyz, l.zxy); + vec3 x1 = x0 - i1 + C.xxx; + vec3 x2 = x0 - i2 + C.yyy; + vec3 x3 = x0 - D.yyy; + i = mod289(i); + vec4 p = permute( permute( permute( + i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); + float n_ = 0.142857142857; + vec3 ns = n_ * D.wyz - D.xzx; + vec4 j = p - 49.0 * floor(p * ns.z * ns.z); + vec4 x_ = floor(j * ns.z); + vec4 y_ = floor(j - 7.0 * x_ ); + vec4 h = 1.0 - abs(x_ - ns.x) - abs(y_ - ns.y); + vec4 b0 = vec4(x_.xy, y_.xy); + vec4 b1 = vec4(x_.zw, y_.zw); + vec4 s0 = floor(b0)*2.0 + 1.0; + vec4 s1 = floor(b1)*2.0 + 1.0; + vec4 sh = -step(h, vec4(0.0)); + vec4 a0 = b0 - floor(b0); + vec4 a1 = b1 - floor(b1); + vec3 p0 = vec3(a0.xy, h.x); + vec3 p1 = vec3(a1.xy, h.y); + vec3 p2 = vec3(a0.zw, h.z); + vec3 p3 = vec3(a1.zw, h.w); + vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); + m = m * m; + return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), + dot(p2,x2), dot(p3,x3) ) ); + } + + void main() { + // Offset by time for animation + vec3 noiseCoord = vWorldPosition * uNoiseScale + vec3(0.0, uTime * 0.005, uTime * 0.003); + + // Combine multiple octaves of noise for a more detailed cloud + float noiseVal = snoise(noiseCoord * 1.0) * 0.5; + noiseVal += snoise(noiseCoord * 2.0) * 0.25; + noiseVal += snoise(noiseCoord * 4.0) * 0.125; + noiseVal = noiseVal / (1.0 + 0.5 + 0.25 + 0.125); // Normalize + + // Remap noise to a more cloud-like density curve + float density = smoothstep(0.3, 1.0, noiseVal * 0.5 + 0.5); // 0.3-1.0 to give more wispy edges + density *= uDensity; + + // Make clouds fade out towards the top and bottom of the layer + float yPosNormalized = (vWorldPosition.y - (CLOUD_LAYER_Y - CLOUD_THICKNESS / 2.0)) / CLOUD_THICKNESS; + float fadeFactor = 1.0 - smoothstep(0.0, 0.2, yPosNormalized) * smoothstep(1.0, 0.8, yPosNormalized); + + gl_FragColor = vec4(uCloudColor, density * fadeFactor * CLOUD_OPACITY); + if (gl_FragColor.a < 0.05) discard; // Don't render very transparent pixels + } + `, +}; + +const cloudMaterial = new THREE.ShaderMaterial({ + uniforms: CloudShader.uniforms, + vertexShader: CloudShader.vertexShader, + fragmentShader: CloudShader.fragmentShader, + transparent: true, + depthWrite: false, // Important for proper blending of transparent objects + blending: THREE.AdditiveBlending, // Optional: gives a more ethereal look + side: THREE.DoubleSide, +}); + +const clouds = new THREE.Mesh(cloudGeometry, cloudMaterial); +clouds.position.y = CLOUD_LAYER_Y; +scene.add(clouds); + // === COMMIT HEATMAP === // Canvas-texture overlay on the floor. Each agent occupies a polar sector; // recent commits make that sector glow brighter. Activity decays over 24 h. @@ -880,6 +1000,9 @@ function animate() { // Heatmap floor: subtle breathing glow heatmapMat.opacity = 0.75 + Math.sin(elapsed * 0.6) * 0.2; + // Animate procedural clouds + cloudMaterial.uniforms.uTime.value = elapsed; + if (photoMode) { orbitControls.update(); }