even nicer rings

This commit is contained in:
yuni 2024-04-01 03:45:32 +02:00
parent 394390a4d6
commit 3c7077f448

View file

@ -140,6 +140,53 @@ fn ring_density(radius: f32) -> f32 {
return 0.0; return 0.0;
} }
fn smooth_edge2(start: f32, end: f32, value: f32) -> f32 {
var x: f32 = (value - start) / (end - start);
return 4 * x * x * (1 - x * x);
}
fn ring_density2(radius: f32) -> f32 {
let halo_inner: f32 = 92.0;
let halo_outer: f32 = 122.5;
let main_inner: f32 = 122.5;
let main_outer: f32 = 129.0;
let amalthea_inner: f32 = 129.0;
let amalthea_outer: f32 = 182.0;
let thebe_inner: f32 = 129.0;
let thebe_outer: f32 = 229.0;
let metis_notch_center: f32 = 128.0;
let metis_notch_width: f32 = 0.6;
let halo_brightness: f32 = 0.3;
let main_brightness: f32 = 1.0;
let almathea_brightness: f32 = 0.2;
let thebe_brightness: f32 = 0.2;
let inner_smooth_factor: f32 = 2.0; // Smooth inner edges
let outer_smooth_factor: f32 = 1.5; // Rougher outer edges
var density: f32 = 0.0;
if (radius >= halo_inner && radius <= halo_outer) {
density = halo_brightness * smooth_edge2(halo_inner, halo_outer, radius);
} else if (radius >= main_inner && radius <= main_outer) {
var metis_notch_effect: f32 = 1.0;
if (radius > metis_notch_center - metis_notch_width * 0.5 && radius < metis_notch_center + metis_notch_width * 0.5) {
metis_notch_effect = 0.5 * (1.0 - smooth_edge2(metis_notch_center - metis_notch_width * 0.5, metis_notch_center + metis_notch_width * 0.5, radius));
}
density = main_brightness * metis_notch_effect * smooth_edge2(main_inner, main_outer, radius);
} else {
if (radius >= amalthea_inner && radius <= amalthea_outer) {
density = almathea_brightness * smooth_edge2(amalthea_inner, amalthea_outer, radius);
}
if (radius >= thebe_inner && radius <= thebe_outer) {
density += thebe_brightness * smooth_edge2(thebe_inner, thebe_outer, radius);
}
}
return density;
}
@fragment @fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let jupiter_percent = jupiter_radius / ring_radius; let jupiter_percent = jupiter_radius / ring_radius;
@ -148,7 +195,7 @@ fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let r_uv = 2 * distance(in.uv, vec2<f32>(0.5)); let r_uv = 2 * distance(in.uv, vec2<f32>(0.5));
let r = r_uv * ring_radius / jupiter_radius * jupiter_radius_Mm; let r = r_uv * ring_radius / jupiter_radius * jupiter_radius_Mm;
alpha *= ring_density(r); alpha *= ring_density2(r);
if alpha <= 0.0 { if alpha <= 0.0 {
return vec4<f32>(color, alpha); return vec4<f32>(color, alpha);
} }