shader_type canvas_item; // Gas giant cloud-band backdrop for a landed gas surface. Same uniform // interface as lunar_surface.gdshader (camera_cell/camera_frac/camera_zoom/ // viewport_size/cell_size/base_color/crater_color/highlight_color), so // LunarBackground.gd feeds this shader with no changes at all - only // PlanetSurfaceController swaps which shader the material uses. // // Renders horizontal cloud bands instead of craters: each grid row (a // horizontal strip one cell tall) hashes its own band centre and thickness, // nearest-row-wins picks which band a pixel belongs to, and the resulting // distance field drives colour exactly the way the crater distance field // does in lunar_surface.gdshader - base_color is the deep atmosphere, // crater_color the shadowed band body, highlight_color the lit band crest. // A low-frequency turbulence value perturbs each row's edge so the bands // ripple instead of reading as ruled lines, and slides sideways over time // for the lateral drift. // // PRECISION: never reconstruct an absolute world position. Every value fed // to a hash is either a small camera-relative fraction (local, in [0,1]) or // an exact integer cell/row index (cell, camera_cell + cell_rel) - the same // split lunar_surface.gdshader and Starfield.gd use, for the same reason: // world coordinates reach the tens of thousands, where a mobile float loses // the fractional precision this shader depends on and no `highp` fixes it. // The one exception is TIME, which the drift is built from directly per the // ticket - see combine_lattice() for why that's still safe to mix in. uniform vec2 camera_cell = vec2(0.0, 0.0); uniform vec2 camera_frac = vec2(0.0, 0.0); uniform float camera_zoom = 1.0; uniform vec2 viewport_size = vec2(720.0, 1280.0); uniform float cell_size = 220.0; uniform vec4 base_color : source_color = vec4(0.13, 0.025, 0.22, 1.0); uniform vec4 crater_color : source_color = vec4(0.055, 0.008, 0.11, 1.0); uniform vec4 highlight_color : source_color = vec4(0.52, 0.17, 0.7, 1.0); // Row scan range. 4 rows x a handful of hashes each is far cheaper than // lunar's 5x5 (25-sample) crater scan - this shader has to stay renderable // through the softpipe software rasterizer the screenshot harness uses. const int ROW_SCAN = 2; // rows -1..+2 const float MIN_THICKNESS = 0.25; const float MAX_THICKNESS = 0.55; const float TURBULENCE_STRENGTH = 0.22; const float DRIFT_SPEED = 0.045; // cells per second, lateral // Same hash21 formulation as lunar_surface.gdshader (Dave Hoskins, all // multipliers < 1 so it stays accurate at any cell-index magnitude). float hash21(vec2 p) { vec3 p3 = fract(vec3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } // Splits a float into an exact integer part and a [0,1) remainder - the // same floor/subtract trick `rel` -> `cell_rel` + `local` already uses // below, generalized so it can also fold TIME-based drift into a lattice // coordinate without ever forming one large continuous float. vec2 int_frac(float v) { float i = floor(v); return vec2(i, v - i); } // Combines two already-safe (integer, fraction) pairs - e.g. a cell index // plus a drift offset - by adding the integers (exact, since both are // integers) and the fractions (both in [0,1), so the sum is in [0,2)), // then re-normalizing any carry out of the fraction back into the integer // part. Never adds an integer directly to a fraction. vec2 combine_lattice(vec2 base, vec2 add) { float f = base.y + add.y; float carry = floor(f); return vec2(base.x + add.x + carry, f - carry); } // 1D value noise over an integer lattice, given as a pre-split (i, f) pair: // hashes the two neighboring integers and blends by the fraction. `axis` // varies the hash sequence so different callers (different rows, or the // turbulence octaves) don't sample the same noise. float value_noise(vec2 coord, float axis) { float a = hash21(vec2(coord.x, axis)); float b = hash21(vec2(coord.x + 1.0, axis)); return mix(a, b, smoothstep(0.0, 1.0, coord.y)); } void fragment() { vec2 screen_px = UV * viewport_size; vec2 centered = screen_px - viewport_size * 0.5; // Identical split to lunar_surface.gdshader: `rel` is always small and // camera-relative, `cell` is an exact integer built from two integers // (camera_cell + cell_rel), and `local` is the bounded [0,1) remainder. vec2 rel = camera_frac + centered * (camera_zoom / cell_size); vec2 cell_rel = floor(rel); vec2 local = rel - cell_rel; vec2 cell = camera_cell + cell_rel; // Lateral drift, folded into the X lattice coordinate the safe way: // TIME is unbounded but session-scale (the ticket calls for using it // directly, no extra uniform), so it gets its own int/frac split and is // combined with the cell's via combine_lattice() rather than added to // cell.x as one continuous float. vec2 drift = int_frac(TIME * DRIFT_SPEED); vec2 turb_x = combine_lattice(vec2(cell.x, local.x), drift); // Nearest-row-wins band field, the same single-scalar discipline as // lunar_surface.gdshader's nearest-crater distance: every visual below // is a pure function of `nearest`, so the band body and its crest can // never describe two different bands. float nearest = 1000.0; for (int dy = -1; dy <= ROW_SCAN; dy++) { float row = cell.y + float(dy); float band_centre = hash21(vec2(row, 5.0)); float thickness = mix(MIN_THICKNESS, MAX_THICKNESS, hash21(vec2(row, 8.0))); // Two octaves of drifting turbulence, phased per-row so neighboring // bands don't ripple in lockstep. float turb = value_noise(turb_x, row * 3.7 + 11.0) * 0.65 + value_noise(vec2(turb_x.x * 2.0, turb_x.y), row * 3.7 + 47.0) * 0.35; // Safe: local.y is bounded [0,1), dy and row are small integers, so // this stays a small camera-relative value with no huge magnitude. float to_band = (local.y - float(dy)) - band_centre; to_band += (turb - 0.5) * TURBULENCE_STRENGTH; float normalized = abs(to_band) / thickness; nearest = min(nearest, normalized); } float core = 1.0 - smoothstep(0.0, 0.6, nearest); float crest = smoothstep(0.5, 0.75, nearest) * (1.0 - smoothstep(0.75, 1.0, nearest)); vec3 color = base_color.rgb; color = mix(color, crater_color.rgb, core * 0.85); color = mix(color, highlight_color.rgb, crest * 0.6); // Same dither as lunar_surface.gdshader, to mask 8-bit banding on the // smooth band gradients. float dither = (hash21(screen_px + vec2(7.0, 13.0)) - 0.5) / 128.0; color += vec3(dither); COLOR = vec4(color, 1.0); }