Split the monolithic 5393-line app.js into 32 focused ES modules under modules/ with a thin ~330-line orchestrator. No bundler required — runs in-browser via import maps. Module structure: core/ — scene, ticker, state, theme, audio data/ — gitea, weather, bitcoin, loaders terrain/ — stars, clouds, island effects/ — matrix-rain, energy-beam, lightning, shockwave, rune-ring, gravity-zones panels/ — heatmap, sigil, sovereignty, dual-brain, batcave, earth, agent-board, lora-panel portals/ — portal-system, commit-banners narrative/ — bookshelves, oath, chat utils/ — perlin All files pass node --check. No new dependencies. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
116 lines
4.1 KiB
JavaScript
116 lines
4.1 KiB
JavaScript
// modules/terrain/clouds.js — Procedural cloud layer
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import * as THREE from 'three';
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const CLOUD_LAYER_Y = -6.0;
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const CLOUD_DIMENSIONS = 120;
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const CLOUD_THICKNESS = 15;
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const CLOUD_OPACITY = 0.6;
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const cloudGeometry = new THREE.BoxGeometry(CLOUD_DIMENSIONS, CLOUD_THICKNESS, CLOUD_DIMENSIONS, 8, 4, 8);
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const CloudShader = {
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uniforms: {
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'uTime': { value: 0.0 },
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'uCloudColor': { value: new THREE.Color(0x88bbff) },
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'uNoiseScale': { value: new THREE.Vector3(0.015, 0.015, 0.015) },
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'uDensity': { value: 0.8 },
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},
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vertexShader: `
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varying vec3 vWorldPosition;
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void main() {
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vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform float uTime;
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uniform vec3 uCloudColor;
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uniform vec3 uNoiseScale;
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uniform float uDensity;
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varying vec3 vWorldPosition;
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 permute(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); }
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vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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float snoise(vec3 v) {
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const vec2 C = vec2(1.0/6.0, 1.0/3.0);
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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vec3 i = floor(v + dot(v, C.yyy));
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vec3 x0 = v - i + dot(i, C.xxx);
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min(g.xyz, l.zxy);
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vec3 i2 = max(g.xyz, l.zxy);
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy;
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vec3 x3 = x0 - D.yyy;
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i = mod289(i);
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vec4 p = permute(permute(permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
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float n_ = 0.142857142857;
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_);
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vec4 x = x_ * ns.x + ns.yyyy;
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vec4 y = y_ * ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4(x.xy, y.xy);
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vec4 b1 = vec4(x.zw, y.zw);
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vec4 s0 = floor(b0) * 2.0 + 1.0;
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vec4 s1 = floor(b1) * 2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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vec3 p0 = vec3(a0.xy, h.x);
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vec3 p1 = vec3(a0.zw, h.y);
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vec3 p2 = vec3(a1.xy, h.z);
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vec3 p3 = vec3(a1.zw, h.w);
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
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p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w;
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
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}
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void main() {
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vec3 noiseCoord = vWorldPosition * uNoiseScale + vec3(uTime * 0.003, 0.0, uTime * 0.002);
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float noiseVal = snoise(noiseCoord) * 0.500;
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noiseVal += snoise(noiseCoord * 2.0) * 0.250;
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noiseVal += snoise(noiseCoord * 4.0) * 0.125;
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noiseVal /= 0.875;
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float density = smoothstep(0.25, 0.85, noiseVal * 0.5 + 0.5);
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density *= uDensity;
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float layerBottom = ${(CLOUD_LAYER_Y - CLOUD_THICKNESS * 0.5).toFixed(1)};
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float yNorm = (vWorldPosition.y - layerBottom) / ${CLOUD_THICKNESS.toFixed(1)};
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float fadeFactor = smoothstep(0.0, 0.15, yNorm) * smoothstep(1.0, 0.85, yNorm);
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gl_FragColor = vec4(uCloudColor, density * fadeFactor * ${CLOUD_OPACITY.toFixed(1)});
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if (gl_FragColor.a < 0.04) discard;
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}
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`,
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};
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export const cloudMaterial = new THREE.ShaderMaterial({
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uniforms: CloudShader.uniforms,
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vertexShader: CloudShader.vertexShader,
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fragmentShader: CloudShader.fragmentShader,
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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side: THREE.DoubleSide,
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});
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const clouds = new THREE.Mesh(cloudGeometry, cloudMaterial);
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clouds.position.y = CLOUD_LAYER_Y;
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export function init(scene) {
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scene.add(clouds);
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}
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export function update(elapsed) {
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cloudMaterial.uniforms.uTime.value = elapsed;
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}
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