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No commits in common. "ad9515d8d674e2ee1f636e5b668b94b7f1c3344a" and "5e97ff8eca930b8023429e6b9fd913fe689f2a0c" have entirely different histories.

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@ -22,15 +22,14 @@ fn on_vertex(in: Vertex) -> Varying {
@fragment @fragment
fn on_fragment(in: Varying) -> @location(0) vec4f { fn on_fragment(in: Varying) -> @location(0) vec4f {
let point = 30. * (normalize(in.world + vec3(0., 0., 30.)) - vec3(0., 0., 1.)); let sharp_area = perlin_noise(Params(1, 3, 0.9, 2.0), 0.1 * in.world);
let sharp_area = perlin_noise(Params(1, 3, 0.9, 2.0), 0.1 * point); let sharp_base = perlin_noise(Params(1, 6, 0.9, 2.0), 0.1 * in.world);
let sharp_base = perlin_noise(Params(1, 6, 0.9, 2.0), 0.1 * point); let cloud_base = perlin_noise(Params(2, 8, 0.6, 2.0), 0.1 * in.world);
let cloud_base = perlin_noise(Params(2, 8, 0.6, 2.0), 0.1 * point); let sharp_detail = structured_noise(Params(11, 8, 3.0, 2.0), in.world);
let sharp_detail = structured_noise(Params(11, 8, 3.0, 2.0), point); let cloud_detail1 = perlin_noise(Params(12, 8, 0.7, 2.0), in.world);
let cloud_detail1 = perlin_noise(Params(12, 8, 0.7, 2.0), point); let cloud_detail2 = perlin_noise(Params(13, 8, 0.7, 2.0), in.world);
let cloud_detail2 = perlin_noise(Params(13, 8, 0.7, 2.0), point); let dust = sharp_noise(Params(21, 8, 0.9, 2.0), in.world);
let dust = sharp_noise(Params(21, 8, 0.9, 2.0), point); let stars = sharp_noise(Params(22, 8, 2.7, 2.0), in.world);
let stars = sharp_noise(Params(22, 8, 2.7, 2.0), point);
let cloud = exp(5.0 * (cloud_base - 1.0)); let cloud = exp(5.0 * (cloud_base - 1.0));
let cloud1 = cloud * (2.0 + cloud_detail1); let cloud1 = cloud * (2.0 + cloud_detail1);
@ -138,12 +137,12 @@ fn rand_float(state: ptr<function, u32>) -> f32 {
} }
fn rand_sphere(state: ptr<function, u32>) -> vec3f { fn rand_sphere(state: ptr<function, u32>) -> vec3f {
for (var k = 0; k < 16; k++) { loop {
let v = vec3f(rand_float(state), rand_float(state), rand_float(state)) - 0.5; let v = vec3f(rand_float(state), rand_float(state), rand_float(state)) - 0.5;
let l = length(v); let l = length(v);
if (length(v) <= 0.5) { if (length(v) <= 0.5) {
return v / l; return v / l;
} }
} }
return vec3f(0.0); // safeguard return vec3f(0.0); // unreachable
} }