feat(render3d): give the moon a phase
The moon was fixed opposite the sun and worth a constant trickle of light. It now carries a phase, 0 new .. 0.5 full .. 1 new again, and that one number decides three things at once: the disc's terminator, the fraction of its light that reaches the ground, and where in the sky it rides. The moon is where the sun was `lag` of a day ago, so a full moon rises as the sun sets and a new moon travels with the sun and is never seen. A new moon is now a properly dark night, which is what makes a carried light worth having. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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2 changed files with 94 additions and 7 deletions
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@ -27,6 +27,12 @@ var day_sky_baked: int = 0 # the sky yaw the convolutions were baked at
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var fire_pos: words = null
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var fire_color: words = null
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var day_moon: bool = false
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# The moon's place in its month, 0 new .. 0.5 full .. 1 new again. It decides the disc's
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# terminator, how much light reaches the ground, and where in the sky it rides: a full
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# moon is opposite the sun and rises at sunset, a new one travels with it.
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var day_moon_phase: int = 0x3F000000 # 0.5: full, which is where the game used to be
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var day_moon_illum: int = 0x3F800000 # the lit fraction, derived from the phase
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var day_moon_dir: words = null # toward the moon, whether or not it is up
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var hand_pos: words = null
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var hand_color: words = null
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var hand_dir: words = null
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@ -41,6 +47,7 @@ function daylight_init() -> void {
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day_sun_base = v3_new(sun_color[0], sun_color[1], sun_color[2])
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fire_pos = v3_new(F_ZERO, fi(-1000), F_ZERO)
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fire_color = v3_new(F_ZERO, F_ZERO, F_ZERO)
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day_moon_dir = v3_new(F_ZERO, F_ONE, F_ZERO)
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hand_pos = v3_new(F_ZERO, fi(-1000), F_ZERO); hand_color = v3_new(F_ZERO, F_ZERO, F_ZERO); hand_dir = v3_new(F_ZERO, F_ZERO, f_neg(F_ONE)); hand_cone = f_neg(F_TWO)
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day_light = F_ONE
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}
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@ -95,22 +102,40 @@ function daylight_set(hours: int) -> void {
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var sr = f_mul(day_sun_base[0], f_mul(f_mul(d, warm_r), sunk))
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var sg = f_mul(day_sun_base[1], f_mul(f_mul(d, warm_g), sunk))
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var sb = f_mul(day_sun_base[2], f_mul(f_mul(d, warm_b), sunk))
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# The moon rides a lag behind the sun that is its phase: full is opposite (half a turn),
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# new is alongside. Its elevation follows the same arc, offset by the same amount, so a
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# full moon rises as the sun sets and a new moon is up all day and invisible.
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# The moon is where the sun was `lag` of a day ago: at full that is half a day, so it
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# rises as the sun sets; at new it is alongside the sun and up all day, invisible. The
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# sign matters — a waxing crescent has to set AFTER the sun, not before it.
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let moon_lag = f_mul(f_mul(F_TWO, F_PI), day_moon_phase)
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let maz = f_sub(az, f_mul(moon_lag, day_dir))
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let mel = f_rad(f_add(fi(-6), f_mul(fi(63), f_sin(f_sub(t, moon_lag)))))
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let mce = f_cos(mel)
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v3_set(day_moon_dir, f_neg(f_mul(f_sin(maz), mce)), f_sin(mel), f_neg(f_mul(f_cos(maz), mce)))
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day_moon = false
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if f_ls(el, f_rad(fi(-7))) {
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day_moon = true
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laz = f_add(az, F_PI)
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lel = f_clamp(f_neg(el), f_rad(fi(10)), f_rad(fi(55)))
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laz = maz
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lel = f_clamp(mel, f_rad(fi(6)), f_rad(fi(70)))
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let m = smoothf(f_rad(fi(-7)), f_rad(fi(-16)), el)
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sr = f_mul(day_sun_base[0], f_mul(fl(0.0045), m))
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sg = f_mul(day_sun_base[1], f_mul(fl(0.0060), m))
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sb = f_mul(day_sun_base[2], f_mul(fl(0.0095), m))
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# what the moon is worth on the ground, by how much of it is lit. A new moon is a
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# properly dark night, which is what makes a torch and a lantern matter.
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let up = smoothf(f_rad(fi(-4)), f_rad(fi(8)), mel)
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let lit = f_mul(f_mul(m, up), f_add(fl(0.06), f_mul(fl(0.94), day_moon_illum)))
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sr = f_mul(day_sun_base[0], f_mul(fl(0.0130), lit))
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sg = f_mul(day_sun_base[1], f_mul(fl(0.0165), lit))
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sb = f_mul(day_sun_base[2], f_mul(fl(0.0250), lit))
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}
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let ce = f_cos(lel)
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v3_set(sun_dir, f_neg(f_mul(f_sin(laz), ce)), f_sin(lel), f_neg(f_mul(f_cos(laz), ce)))
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v3_set(sun_color, sr, sg, sb)
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# the sky's light: full by day, a deep blue by night, amber through the dusk
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let dusk = f_mul(smoothf(f_rad(fi(-10)), f_rad(fi(2)), el), f_sub(F_ONE, smoothf(f_rad(fi(2)), f_rad(fi(18)), el)))
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v3_set(day_ibl, f_lerp(fl(0.020), F_ONE, d), f_lerp(fl(0.026), F_ONE, d), f_lerp(fl(0.045), F_ONE, d))
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# a full moon lifts the night's own ambient nearly threefold; a new moon leaves it alone
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var moonlit = F_ONE
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if day_moon { moonlit = f_add(F_ONE, f_mul(fl(1.8), day_moon_illum)) }
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v3_set(day_ibl, f_lerp(f_mul(fl(0.020), moonlit), F_ONE, d), f_lerp(f_mul(fl(0.026), moonlit), F_ONE, d), f_lerp(f_mul(fl(0.045), moonlit), F_ONE, d))
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day_ibl[0] = f_mul(day_ibl[0], f_add(F_ONE, f_mul(fl(0.35), dusk)))
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day_ibl[2] = f_mul(day_ibl[2], f_sub(F_ONE, f_mul(fl(0.25), dusk)))
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# clouds: less light, and greyer (the blue and the warmth both fade)
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@ -120,7 +145,11 @@ function daylight_set(hours: int) -> void {
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if day_fog_base == 0 { day_fog_base = r3d_fog_density }
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r3d_fog_density = f_mul(day_fog_base, day_fog_mul)
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# exposure: auto-exposure must not turn the night into day
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post_exposure_max = f_lerp(fl(4.5), fi(20), d)
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# the ceiling has to move with the moon or auto-exposure eats the difference between a
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# full-moon night and a new-moon one
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var night_max = fl(4.5)
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if day_moon { night_max = f_add(fl(4.5), f_mul(fl(3.5), day_moon_illum)) }
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post_exposure_max = f_lerp(night_max, fi(20), d)
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# the visible sky turns with the sun (cheap); its convolutions rebake when far off
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let sky_yaw_now = f_add(day_yaw0, f_mul(f_mul(f_sub(h, day_hour0), f_rad(fi(15))), day_dir))
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sky_set_rot(sky_yaw_now)
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@ -135,6 +164,16 @@ function daylight_set(hours: int) -> void {
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}
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}
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# where the moon is in its month; the game advances this each morning
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function daylight_moon(phase: int) -> void {
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var p = f_mod(phase, F_ONE)
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if f_ls(p, F_ZERO) { p = f_add(p, F_ONE) }
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day_moon_phase = p
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# illuminated fraction: (1 - cos(2 pi p)) / 2, which is 0 at new and 1 at full
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day_moon_illum = f_mul(f_sub(F_ONE, f_cos(f_mul(f_mul(F_TWO, F_PI), p))), F_HALF)
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daylight_set(day_hours)
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}
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# the weather over the valley: overcast 0..1, a fog multiplier, a lightning flash 0..1
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function daylight_weather(overcast: int, fog_mul: int, flash: int) -> void {
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day_overcast = overcast; day_fog_mul = fog_mul; day_flash = flash
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@ -156,6 +195,10 @@ function daylight_bind(prog: int) -> void {
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u_v3(gl_uniform(prog, "u_hand_dir"), hand_dir)
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u_f(gl_uniform(prog, "u_hand_cone"), hand_cone)
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u_v3(gl_uniform(prog, "u_ibl_scale"), day_ibl)
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u_v3(gl_uniform(prog, "u_moon_dir"), day_moon_dir)
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u_f(gl_uniform(prog, "u_moon_phase"), day_moon_phase)
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u_f(gl_uniform(prog, "u_moon_illum"), day_moon_illum)
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u_f(gl_uniform(prog, "u_moon_haze"), day_overcast)
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u_f(gl_uniform(prog, "u_daylight"), day_light)
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u_v3(gl_uniform(prog, "u_fire_pos"), fire_pos)
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u_v3(gl_uniform(prog, "u_fire_color"), fire_color)
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@ -16,6 +16,49 @@ float starField(vec3 dir, float t) {
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float twinkle = 0.7 + 0.3 * sin(t * (1.5 + 3.0 * h2) + h2 * 40.0);
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return bright * disc * twinkle * (0.5 + h2);
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}
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// The moon: a disc a little over half a degree across, shaded by a terminator taken from
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// its phase, with a few soft maria on it and a halo that opens up when the air is damp.
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// It is the light the night already had (daylight.ludic repoints the sun after dusk) —
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// this is that light finally having something you can look at.
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uniform vec3 u_moon_dir;
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uniform float u_moon_haze; // the weather's overcast: dims the disc, widens the halo
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uniform float u_moon_phase; // 0 new .. 0.5 full .. 1 new
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uniform float u_moon_illum;
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vec3 moonColour(vec3 dir, float night) {
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if (night <= 0.001 || u_moon_dir.y < -0.08) return vec3(0.0);
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float ang = acos(clamp(dot(dir, u_moon_dir), -1.0, 1.0));
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const float R = 0.0096; // about 0.55 degrees
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// the halo first: wide, weak, and thicker through damp air
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float halo = exp(-ang / (R * 6.0)) * (0.02 + 0.35 * u_moon_haze) * u_moon_illum;
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vec3 col = vec3(0.55, 0.60, 0.75) * halo;
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if (ang < R) {
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// where on the disc: a unit offset from its centre, built in the sky's own frame
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vec3 up = abs(u_moon_dir.y) > 0.95 ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0);
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vec3 rx = normalize(cross(up, u_moon_dir));
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vec3 ry = cross(u_moon_dir, rx);
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vec2 p = vec2(dot(dir, rx), dot(dir, ry)) / R;
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float r2 = clamp(dot(p, p), 0.0, 1.0);
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// the sphere's normal, and the direction its light comes from, turned by the phase
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vec3 n = vec3(p, sqrt(max(1.0 - r2, 0.0)));
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float a2 = u_moon_phase * 6.28318530718;
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vec3 lit = normalize(vec3(sin(a2), 0.0, -cos(a2)));
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float lam = smoothstep(-0.06, 0.10, dot(n, lit));
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// maria: two or three soft dark blotches, so it is not a flat white circle
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float m = 0.0;
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m += smoothstep(0.34, 0.0, length(p - vec2(-0.28, 0.22)));
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m += 0.7 * smoothstep(0.26, 0.0, length(p - vec2(0.24, -0.10)));
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m += 0.5 * smoothstep(0.20, 0.0, length(p - vec2(0.02, 0.44)));
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float edge = smoothstep(1.0, 0.86, sqrt(r2));
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vec3 disc = mix(vec3(1.0, 0.98, 0.93), vec3(0.62, 0.63, 0.68), clamp(m, 0.0, 1.0));
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// The lit face has to be bright enough to read as the moon and no brighter: the night
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// runs at an exposure of about five, so anything much over one saturates the whole
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// disc to a flat white circle and the terminator disappears. The dark limb keeps a
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// trace of earthshine, which is what makes a crescent look like a sphere.
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col += disc * (lam + 0.010 * (1.0 - lam)) * edge * 0.55;
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}
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return col * night * (1.0 - 0.9 * u_moon_haze);
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}
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void main() {
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vec4 a = u_inv_vp * vec4(v_uv * 2.0 - 1.0, 1.0, 1.0);
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vec3 dir = normalize(a.xyz / a.w - u_cam_pos);
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@ -31,6 +74,7 @@ void main() {
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float stars = starField(dir, u_time) * smoothstep(-0.02, 0.15, dir.y);
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nightCol += stars * vec3(0.55, 0.6, 0.7) * night;
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col += nightCol * night;
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col += moonColour(dir, night);
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}
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// below the horizon the HDRI ground is replaced by the fog colour
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float below = smoothstep(0.0, -0.08, dir.y);
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