feat: evolve portfolio into an authored midnight grand tour

This commit is contained in:
2026-09-05 03:55:18 +03:00
parent 642f5b583d
commit c9ac36e249
41 changed files with 812 additions and 65 deletions

View File

@@ -64,7 +64,7 @@ const productionFactories: PostProcessingFactories = {
createComposer: (renderer) => new EffectComposer(renderer),
createRenderPass: (scene, camera) => new RenderPass(scene, camera),
createBloomPass: () =>
new UnrealBloomPass(new THREE.Vector2(1, 1), 0.54, 0.42, 0.88),
new UnrealBloomPass(new THREE.Vector2(1, 1), 0.3, 0.38, 1.05),
createOutputPass: () => new OutputPass(),
};
@@ -100,9 +100,9 @@ export function createPostProcessor(
setDynamics(acceleration) {
if (disposed) return;
const energy = clamp(acceleration, 0, 1);
bloomPass.strength = 0.54 + energy * 0.22;
bloomPass.radius = 0.42 + energy * 0.08;
bloomPass.threshold = 0.88 - energy * 0.03;
bloomPass.strength = 0.3 + energy * 0.12;
bloomPass.radius = 0.38 + energy * 0.06;
bloomPass.threshold = 1.05 - energy * 0.03;
},
render(scene, camera) {
if (disposed) return;

View File

@@ -61,19 +61,21 @@ export function createAtmosphere(
void main() {
float verticalSky = smoothstep(0.08, 0.66, vSkyUv.y);
vec3 lowerField = mix(uSkyColor, uFogColor, 0.34);
vec3 color = mix(lowerField * 0.72, uSkyColor * 0.48, verticalSky);
vec3 color = mix(lowerField * 0.72, uSkyColor * 1.2, verticalSky);
float horizonBand = exp(-pow(abs(vSkyUv.y - 0.47) * 6.2, 2.0));
float normalizedX = abs(vSkyUv.x - 0.5) * 2.0 * min(uAspect, 2.35) / 2.35;
float centerGlow = 1.0 - smoothstep(0.18, 1.16, normalizedX);
color = mix(
color,
uHazeColor * (0.72 + uWarmth * 0.14),
horizonBand * mix(0.13, 0.42, centerGlow)
horizonBand * mix(0.18, 0.4, centerGlow)
);
float topFalloff = smoothstep(0.54, 1.0, vSkyUv.y);
float vignette = smoothstep(0.36, 1.18, normalizedX);
color *= 1.0 - topFalloff * 0.28 - vignette * 0.08;
gl_FragColor = vec4(color, 1.0);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
depthWrite: false,
@@ -94,7 +96,7 @@ export function createAtmosphere(
const material = resources.own('material', new THREE.MeshBasicMaterial({
color: new THREE.Color(night.fog).lerp(new THREE.Color(night.terrainLow), 0.46 + band * 0.12),
transparent: true,
opacity: 0.2 - band * 0.035,
opacity: 0.58 - band * 0.1,
depthWrite: true,
depthTest: true,
toneMapped: true,
@@ -147,6 +149,8 @@ export function createAtmosphere(
float radius = distance(gl_PointCoord, vec2(0.5));
float point = 1.0 - smoothstep(0.2, 0.5, radius);
gl_FragColor = vec4(uColor, point * vBrightness * uVisibility);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
transparent: true,
@@ -210,6 +214,8 @@ export function createAtmosphere(
varying float vTail;
void main() {
gl_FragColor = vec4(uColor * (1.0 + uVisibility * 0.45), uVisibility * mix(0.08, 0.62, vTail));
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
transparent: true,
@@ -248,8 +254,8 @@ export function createAtmosphere(
skyMaterial.uniforms.uWarmth.value = palette.warmth;
nearHazeMaterial.uniforms.uColor.value.copy(palette.haze);
farHazeMaterial.uniforms.uColor.value.copy(palette.haze);
nearHazeMaterial.uniforms.uEnergy.value = 0.16 + palette.warmth * 0.08;
farHazeMaterial.uniforms.uEnergy.value = 0.09 + palette.warmth * 0.06;
nearHazeMaterial.uniforms.uEnergy.value = 0.07 + palette.warmth * 0.05;
farHazeMaterial.uniforms.uEnergy.value = 0.045 + palette.warmth * 0.04;
for (let index = 0; index < silhouetteMaterials.length; index += 1) {
silhouetteMaterials[index]?.color
.copy(palette.fog)
@@ -338,6 +344,8 @@ function createHazeMaterial(
float centerLift = 1.0 - smoothstep(0.12, 1.2, normalizedX);
float horizontal = mix(0.64, 1.0, centerLift);
gl_FragColor = vec4(uColor * 1.08, vertical * horizontal * uEnergy);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
transparent: true,
@@ -414,6 +422,8 @@ function createRoadsideAnchors(
varying float vDepthFade;
void main() {
gl_FragColor = vec4(uColor * (0.7 + uEnergy * 0.55), vDepthFade * uEnergy);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
transparent: true,

View File

@@ -1,6 +1,6 @@
import * as THREE from 'three';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import grandTourerUrl from '@/assets/nightdrive-grand-tourer.glb?url';
import grandTourerUrl from '@/assets/nightdrive-grand-tourer-evolution.glb?url';
import type { SceneResourceBag } from '@/scene/resources';
import type { SceneDetailMode } from '@/scene/types';
@@ -55,7 +55,7 @@ export async function loadGrandTourer(signal: AbortSignal): Promise<AuthoredCarG
if (signal.aborted) throw new DOMException('Scene build aborted', 'AbortError');
const gltf = await new GLTFLoader().parseAsync(bytes, GRAND_TOURER_URL);
if (signal.aborted) throw new DOMException('Scene build aborted', 'AbortError');
const authored = gltf.scene.getObjectByName('chase-car') ?? gltf.scene;
const authored = gltf.scene.getObjectByName('evolution-chase-car') ?? gltf.scene.getObjectByName('chase-car') ?? gltf.scene;
authored.removeFromParent();
return authored as AuthoredCarGroup;
}
@@ -253,6 +253,8 @@ export function createCar(
vec2 centered = (vGlowUv - 0.5) * vec2(1.55, 1.0);
float glow = 1.0 - smoothstep(0.12, 0.72, length(centered));
gl_FragColor = vec4(uColor, glow * uOpacity);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
transparent: true,
@@ -355,7 +357,9 @@ function createAuthoredCar(
const tailMaterials: AuthoredMaterial[] = [];
const cyanMaterials: AuthoredMaterial[] = [];
authoredModel.traverse((object) => {
if (object.name.endsWith('.001')) object.name = object.name.slice(0, -4);
if (object.name.startsWith('evolution-')) object.name = object.name.slice('evolution-'.length);
// Three removes Blender's suffix dot when sanitizing imported node names.
object.name = object.name.replace(/\.?\d{3}$/u, '');
if (!object.isMesh || !object.geometry || !object.material) return;
resources.own('geometry', object.geometry);
const materials = Array.isArray(object.material) ? object.material : [object.material];
@@ -367,7 +371,7 @@ function createAuthoredCar(
&& (object.name === 'car-body' || object.name === 'body-haunches')
) {
material.emissive?.setHex(0x0b2738);
material.emissiveIntensity = 0.58;
material.emissiveIntensity = 0.26;
}
if (material.isMeshStandardMaterial && object.name === 'rear-glass') {
material.emissive?.setHex(0x041725);
@@ -405,6 +409,8 @@ function createAuthoredCar(
vec2 centered = (vGlowUv - 0.5) * vec2(1.7, 1.0);
float glow = 1.0 - smoothstep(0.08, 0.74, length(centered));
gl_FragColor = vec4(uColor * 1.35, glow * uOpacity);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
transparent: true,
@@ -464,7 +470,7 @@ function createAuthoredCar(
group.position.y = baseY - squat + vibration;
group.rotation.x = -squat * 0.035;
group.rotation.z = Math.sin(elapsed * 0.8) * safeSpeed * 0.0018;
for (const material of tailMaterials) material.emissiveIntensity = 4.4 + response * 3.2;
for (const material of tailMaterials) material.emissiveIntensity = 2.2 + response * 1.2;
for (const material of cyanMaterials) material.emissiveIntensity = 2.2 + response * 1.6;
underglowUniforms.uOpacity.value = 0.09 + safeSpeed * 0.04 + response * 0.075;
contact.uniforms.uOpacity.value = 0.21 + response * 0.055;
@@ -497,6 +503,8 @@ function createContactShadow(
vec2 centered = (vShadowUv - 0.5) * vec2(1.65, 1.0);
float shadow = 1.0 - smoothstep(0.16, 0.72, length(centered));
gl_FragColor = vec4(vec3(0.002, 0.004, 0.008), shadow * uOpacity);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
transparent: true,

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@@ -0,0 +1,36 @@
import * as THREE from 'three';
import type { SceneResourceBag } from '@/scene/resources';
/** Small procedural reflection environment, baked once. No runtime reflection pass.
* Broad sky cards describe the roof; narrow side cards describe the shoulder bevels.
*/
export function createCoachworkEnvironment(resources: SceneResourceBag, renderer: unknown) {
const studio = new THREE.Scene();
studio.background = new THREE.Color(0x172738);
const geometry = new THREE.PlaneGeometry(1, 1);
const cards = [
{ color: 0xb6dce8, power: 3, at: [-8, 7, 2], size: [4, 14] },
{ color: 0x607c91, power: 1.5, at: [6, 5, -3], size: [5, 12] },
{ color: 0xcbd8df, power: 2.2, at: [0, 12, 0], size: [14, 6] },
{ color: 0xbc7278, power: 1.2, at: [0, 3, -12], size: [20, 4] },
];
const materials = cards.map((card) => {
const material = new THREE.MeshBasicMaterial({ color: new THREE.Color(card.color).multiplyScalar(card.power), side: THREE.DoubleSide });
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(...card.at);
mesh.scale.set(card.size[0], card.size[1], 1);
mesh.lookAt(0, 0, 0);
studio.add(mesh);
return material;
});
const generator = new THREE.PMREMGenerator(renderer);
try {
const target = resources.own('target', generator.fromScene(studio, 0, 0.1, 40));
return target.texture;
} finally {
generator.dispose();
geometry.dispose();
materials.forEach((material) => material.dispose());
studio.clear();
}
}

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@@ -0,0 +1,23 @@
import type { SectionId } from '@/content/types';
/** Render-only direction. No values from this ledger are sent to the journey or audio. */
export interface ChapterComposition {
x: number;
y: number;
z: number;
targetY: number;
targetZ: number;
fov: number;
shift: number;
}
export const CHAPTER_COMPOSITIONS: Readonly<Record<SectionId, ChapterComposition>> = {
start: { x: -2.6, y: 6.4, z: 21, targetY: 3.9, targetZ: -90, fov: 56, shift: 0.2 },
profile: { x: -3.6, y: 7.4, z: 23, targetY: 4.3, targetZ: -108, fov: 59, shift: -0.23 },
experience: { x: 3.2, y: 8.1, z: 24, targetY: 4.8, targetZ: -120, fov: 61, shift: 0.25 },
infrastructure: { x: -1.8, y: 9.5, z: 26, targetY: 5.2, targetZ: -128, fov: 64, shift: 0 },
'selected-builds': { x: 2.5, y: 7, z: 23, targetY: 4.2, targetZ: -105, fov: 59, shift: 0.04 },
'additional-work': { x: -3.2, y: 7.8, z: 24, targetY: 4.7, targetZ: -110, fov: 61, shift: -0.12 },
toolkit: { x: 0, y: 8.6, z: 25, targetY: 5, targetZ: -120, fov: 62, shift: 0 },
contact: { x: -2.8, y: 5.8, z: 23, targetY: 3.4, targetZ: -95, fov: 55, shift: 0.24 },
};

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@@ -15,6 +15,8 @@ import {
HORIZON_FOG_END,
HORIZON_FOG_START,
} from '@/scene/world/metrics';
import { CHAPTER_COMPOSITIONS } from '@/scene/world/composition';
import { createCoachworkEnvironment } from '@/scene/world/coachwork-light';
import { createTravelDistance } from '@/scene/world/travel-distance';
import {
createMutableChapterPalette,
@@ -27,9 +29,9 @@ declare const __PORTFOLIO_TEST_BUILD__: boolean;
const TEST_BUILD = typeof __PORTFOLIO_TEST_BUILD__ !== 'undefined' && __PORTFOLIO_TEST_BUILD__;
export function createChaseCamera(aspect = 1) {
const camera = new THREE.PerspectiveCamera(66, aspect, 0.1, 1_200);
camera.position.set(0, 8.6, 22);
camera.lookAt(0, 4.8, -128);
const camera = new THREE.PerspectiveCamera(56, aspect, 0.1, 1_200);
camera.position.set(-2.6, 6.4, 21);
camera.lookAt(0, 3.9, -90);
return camera;
}
@@ -70,6 +72,8 @@ export async function createProceduralSceneGeneration(
const scene = new THREE.Scene();
scene.name = 'world-root';
scene.environment = createCoachworkEnvironment(context.resources, renderer);
scene.environmentIntensity = 0.85;
const currentPalette = createMutableChapterPalette('deep-night');
const targetPalette = createMutableChapterPalette('deep-night');
const background = currentPalette.sky.clone();
@@ -121,8 +125,10 @@ export async function createProceduralSceneGeneration(
y: camera.position.y,
z: camera.position.z,
targetX: 0,
targetY: 4.8,
targetZ: -128,
targetY: 3.9,
targetZ: -90,
shift: 0.2,
verticalShift: 0,
fov: camera.fov,
roll: 0,
};
@@ -145,8 +151,10 @@ export async function createProceduralSceneGeneration(
camera.updateProjectionMatrix();
if (lastNow === null) {
const wideComposition = camera.aspect > 1.18;
cameraState.x = wideComposition ? -1.35 : 0;
cameraState.targetX = wideComposition ? 1.6 : 0;
cameraState.x = wideComposition ? -2.6 : 0;
cameraState.targetX = 0;
cameraState.shift = wideComposition ? 0.2 : 0;
cameraState.verticalShift = wideComposition ? 0 : 0.16;
camera.position.set(cameraState.x, cameraState.y, cameraState.z);
camera.lookAt(
cameraState.targetX,
@@ -241,18 +249,22 @@ export async function createProceduralSceneGeneration(
ambient.color.copy(currentPalette.haze).lerp(currentPalette.terrainHigh, 0.26);
ambient.groundColor.copy(currentPalette.fog);
ambient.intensity = 1.05 + currentPalette.warmth * 0.18;
carKeyLight.color.copy(currentPalette.terrainHigh).lerp(currentPalette.haze, 0.22);
carKeyLight.intensity = 21 + response.bloomEnergy * 3.6;
carFillLight.color.copy(currentPalette.haze).lerp(currentPalette.sun, 0.18);
carKeyLight.color.setHex(0xb9e3ef);
carKeyLight.intensity = 32 + response.bloomEnergy * 3.6;
carFillLight.color.setHex(0x809ec1);
carFillLight.intensity = 12.5 + currentPalette.warmth * 2.8;
rearLight.intensity = 4.2 + response.suspensionEnergy * 1.4;
const wideComposition = camera.aspect > 1.18;
const cameraX = wideComposition ? -1.35 : 0;
const targetX = wideComposition ? 1.6 : 0;
const composition = CHAPTER_COMPOSITIONS[snapshot.activeSectionId];
// The document stays native. Only the rendered lens eases to the chapter's safe zone.
const cameraX = wideComposition ? composition.x : 0;
const targetX = 0;
const targetShift = wideComposition ? composition.shift : 0;
const targetVerticalShift = wideComposition ? 0 : (snapshot.activeSectionId === 'start' ? 0.16 : 0.07);
const roadVibration = Math.sin(driveDistance * 0.105) * (
0.012 + response.roadEnergy * 0.024
);
const cameraMix = 1 - Math.exp(-deltaSeconds / 0.2);
const cameraMix = 1 - Math.exp(-deltaSeconds / 0.85);
cameraState.x = THREE.MathUtils.lerp(
cameraState.x,
cameraX - response.directionBias * 0.16,
@@ -260,12 +272,12 @@ export async function createProceduralSceneGeneration(
);
cameraState.y = THREE.MathUtils.lerp(
cameraState.y,
8.6 + roadVibration,
(wideComposition ? composition.y : 6.5) + roadVibration,
cameraMix,
);
cameraState.z = THREE.MathUtils.lerp(
cameraState.z,
22 - response.cameraEnergy * 1.65,
(wideComposition ? composition.z : 29) - response.cameraEnergy * 1.2,
cameraMix,
);
cameraState.targetX = THREE.MathUtils.lerp(
@@ -275,17 +287,17 @@ export async function createProceduralSceneGeneration(
);
cameraState.targetY = THREE.MathUtils.lerp(
cameraState.targetY,
4.8 + response.cameraEnergy * 0.58,
composition.targetY + response.cameraEnergy * 0.32,
cameraMix,
);
cameraState.targetZ = THREE.MathUtils.lerp(
cameraState.targetZ,
-128 - response.cameraEnergy * 24,
composition.targetZ - response.cameraEnergy * 16,
cameraMix,
);
cameraState.fov = THREE.MathUtils.lerp(
cameraState.fov,
66 + response.cameraEnergy * 13,
(wideComposition ? composition.fov : 62) + response.cameraEnergy * 7,
cameraMix,
);
cameraState.roll = THREE.MathUtils.lerp(
@@ -293,6 +305,9 @@ export async function createProceduralSceneGeneration(
-response.directionBias * 0.003 + roadVibration * 0.018,
cameraMix,
);
cameraState.shift = THREE.MathUtils.lerp(cameraState.shift, targetShift, cameraMix);
cameraState.verticalShift = THREE.MathUtils.lerp(cameraState.verticalShift, targetVerticalShift, cameraMix);
camera.setViewOffset(width, height, -width * cameraState.shift, -height * cameraState.verticalShift, width, height);
camera.position.set(cameraState.x, cameraState.y, cameraState.z);
camera.lookAt(cameraState.targetX, cameraState.targetY, cameraState.targetZ);
camera.rotation.z += cameraState.roll;
@@ -327,6 +342,11 @@ export async function createProceduralSceneGeneration(
dispose() {
if (disposed) return;
disposed = true;
// Quality changes reuse the canvas context. Leave texture upload flags at
// defaults before the next renderer creates its empty array textures.
const gl = renderer.getContext();
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
scene.clear();
},
};

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@@ -40,10 +40,10 @@ export const CHAPTER_PALETTES: Readonly<Record<EnvironmentChapter, ChapterPalett
'deep-night': {
sky: 0x040713,
fog: 0x07101c,
terrainLow: 0x126a7c,
terrainHigh: 0xa53a74,
sun: 0xc7437e,
haze: 0x65225f,
terrainLow: 0x388596,
terrainHigh: 0xa85e87,
sun: 0xe97985,
haze: 0x69425b,
warmth: 0.12,
terrainEnergy: 0.78,
starVisibility: 1,

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@@ -149,6 +149,8 @@ export function createRoad(
color = mix(color, atmosphericRoad, fog);
color *= vNearFade;
gl_FragColor = vec4(color, 1.0);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
depthWrite: true,

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@@ -33,7 +33,7 @@ export function createSun(resources: SceneResourceBag): SunWorld {
uTime: { value: 0 },
uDriveEnergy: { value: 0 },
};
const geometry = resources.own('geometry', new THREE.CircleGeometry(74, 128));
const geometry = resources.own('geometry', new THREE.CircleGeometry(112, 128));
const material = resources.own('material', new THREE.ShaderMaterial({
uniforms,
vertexShader: `
@@ -72,16 +72,18 @@ export function createSun(resources: SceneResourceBag): SunWorld {
float scanPhase = fract(vSunUv.y * uScanBands + sin(uTime * 0.08) * 0.008);
float scanBand = smoothstep(0.09, 0.18, scanPhase)
* (1.0 - smoothstep(0.72, 0.82, scanPhase));
float bandCut = mix(1.0, 0.54 + scanBand * 0.46, lowerDisc * 0.78);
float bandCut = mix(1.0, 0.06 + scanBand * 0.94, lowerDisc);
float horizonFade = smoothstep(0.015, 0.13, vSunUv.y);
float radialCore = 1.0 - smoothstep(0.02, 0.48, radius);
float luminance = verticalHeat
* (1.08 + uWarmth * 0.16 + uRouteProgress * 0.045 + uDriveEnergy * 0.045);
vec3 warmCore = mix(uColor, vec3(1.0, 0.61, 0.43), uWarmth * 0.18 + uRouteProgress * 0.035);
vec3 core = mix(uColor * 0.78, warmCore * 1.12, radialCore * 0.58);
vec3 warmCore = mix(uColor, vec3(1.0, 0.56, 0.32), smoothstep(0.25, 0.92, vSunUv.y) * 0.84);
vec3 core = mix(uColor * 0.82, warmCore * 0.83, smoothstep(0.05, 0.86, vSunUv.y));
core = mix(core, core * mix(0.82, 1.13, internalField), 0.54);
core = mix(core, uHazeColor * 0.72, limb * 0.22 + lowerDisc * 0.055);
gl_FragColor = vec4(core * luminance, softEdge * bandCut * horizonFade);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
transparent: true,
@@ -92,7 +94,7 @@ export function createSun(resources: SceneResourceBag): SunWorld {
}));
const disc = new THREE.Mesh(geometry, material);
disc.name = 'horizon-sun';
disc.position.set(0, 48, SUN_DISTANCE_Z);
disc.position.set(0, 60, SUN_DISTANCE_Z);
group.add(disc);
const limbMaterial = resources.own('material', new THREE.ShaderMaterial({
@@ -116,6 +118,8 @@ export function createSun(resources: SceneResourceBag): SunWorld {
float ring = smoothstep(0.405, 0.475, radius)
* (1.0 - smoothstep(0.475, 0.515, radius));
gl_FragColor = vec4(uColor * (0.72 + uEnergy * 0.07), ring * (0.22 + uEnergy * 0.025));
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
transparent: true,
@@ -182,8 +186,8 @@ export function createSun(resources: SceneResourceBag): SunWorld {
limbMaterial.uniforms.uEnergy.value = energy;
haloMaterial.opacity = 0.105 + palette.warmth * 0.05 + energy * 0.015;
bleedMaterial.opacity = 0.055 + palette.warmth * 0.03 + energy * 0.01;
halo.scale.set(330 + energy * 18, 232 + energy * 10, 1);
disc.position.y = 48 + palette.warmth * 9;
halo.scale.set(480 + energy * 18, 360 + energy * 10, 1);
disc.position.y = 60 + palette.warmth * 14;
limb.position.y = disc.position.y;
halo.position.y = disc.position.y;
bleed.position.y = 7 + palette.warmth * 3;

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@@ -26,7 +26,7 @@ interface WorldGroup {
getObjectByName(name: string): unknown;
}
const TERRAIN_WIDTH = 360;
const TERRAIN_WIDTH = 620;
const ROAD_CLEAR_HALF_WIDTH = 10.3;
const RIDGE_START = 46;
const NOISE_PERIOD = 5_694;
@@ -48,7 +48,7 @@ export function createTerrain(
uRouteProgress: { value: 0 },
uTerrainEnergy: { value: initialPalette.terrainEnergy },
uOctaves: { value: quality.terrainOctaves },
uRelief: { value: 34 },
uRelief: { value: 49 },
uFar: { value: HORIZON_FOG_END },
uLowColor: { value: lowColor },
uHighColor: { value: highColor },
@@ -134,8 +134,10 @@ export function createTerrain(
color = mix(color, mix(uFogColor, uHazeColor, 0.2), 1.0 - vDepthFade);
float pulse = 0.72 + 0.28 * smoothstep(0.16, 0.55, vFlow);
float routeCalm = mix(1.0, 0.9, smoothstep(0.82, 1.0, uRouteProgress));
float alpha = vRoadMask * vDepthFade * pulse * routeCalm * mix(0.32, 0.82, ridgeMix);
gl_FragColor = vec4(color * mix(0.78, 1.55, ridgeMix), alpha);
float alpha = vRoadMask * vDepthFade * pulse * routeCalm * mix(0.54, 0.88, ridgeMix);
gl_FragColor = vec4(color * mix(1.15, 1.75, ridgeMix), alpha);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
transparent: true,