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i=n(1);n.d(t,"a",(function(){return i.a}));let o="object"==typeof window&&window.THREE;class s extends i.b{constructor(e){o=e.THREE||o,o.Color.prototype.toVector=function(){return new o.Vector3(this.r,this.g,this.b)},super(e),this.updateUniforms=this.updateUniforms.bind(this)}init(){this.mode="shader",this.uniforms={iTime:{type:"f",value:1},iResolution:{type:"v2",value:new o.Vector2(1,1)},iDpr:{type:"f",value:window.devicePixelRatio||1},iMouse:{type:"v2",value:new o.Vector2(this.mouseX||0,this.mouseY||0)}},super.init(),this.fragmentShader&&this.initBasicShader()}setOptions(e){super.setOptions(e),this.updateUniforms()}initBasicShader(e=this.fragmentShader,t=this.vertexShader){t||(t="uniform float uTime;\nuniform vec2 uResolution;\nvoid main() {\n  gl_Position = vec4( position, 1.0 );\n}"),this.updateUniforms(),"function"==typeof this.valuesChanger&&this.valuesChanger();const n=new 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i.b{}t.default=i.a.register("CLOUDS",o),o.prototype.defaultOptions={backgroundColor:16777215,skyColor:6863063,cloudColor:11387358,cloudShadowColor:1586512,sunColor:16750873,sunGlareColor:16737843,sunlightColor:16750899,scale:3,scaleMobile:12,speed:1,mouseEase:!0},o.prototype.fragmentShader="uniform vec2 iResolution;\nuniform vec2 iMouse;\nuniform float iTime;\nuniform sampler2D iTex;\n\nuniform float speed;\nuniform vec3 skyColor;\nuniform vec3 cloudColor;\nuniform vec3 cloudShadowColor;\nuniform vec3 sunColor;\nuniform vec3 sunlightColor;\nuniform vec3 sunGlareColor;\nuniform vec3 backgroundColor;\n\n// uniform vec4      iMouse;                // mouse pixel coords. xy: current (if MLB down), zw: click\n// uniform samplerXX iChannel0..3;          // input channel. XX = 2D/Cube\n\n\n// Volumetric clouds. It performs level of detail (LOD) for faster rendering\nfloat hash(float p) {\n  p = fract(p * 0.011);\n  p *= (p + 7.5);\n  p *= (p + p);\n  return fract(p);\n}\n\nfloat noise( vec3 x ){\n    // The noise function returns a value in the range -1.0f -> 1.0f\n    vec3 p = floor(x);\n    vec3 f = fract(x);\n    f       = f*f*(3.0-2.0*f);\n    float n = p.x + p.y*57.0 + 113.0*p.z;\n    return mix(mix(mix( hash(n+0.0  ), hash(n+1.0  ),f.x),\n                   mix( hash(n+57.0 ), hash(n+58.0 ),f.x),f.y),\n               mix(mix( hash(n+113.0), hash(n+114.0),f.x),\n                   mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);\n}\n\nconst float constantTime = 1000.;\nfloat map5( in vec3 p ){\n    vec3 speed1 = vec3(0.5,0.01,1.0) * 0.5 * speed;\n    vec3 q = p - speed1*(iTime + constantTime);\n    float f;\n    f  = 0.50000*noise( q ); q = q*2.02;\n    f += 0.25000*noise( q ); q = q*2.03;\n    f += 0.12500*noise( q ); q = q*2.01;\n    f += 0.06250*noise( q ); q = q*2.02;\n    f += 0.03125*noise( q );\n    return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 );\n}\nfloat map4( in vec3 p ){\n    vec3 speed1 = vec3(0.5,0.01,1.0) * 0.5 * speed;\n    vec3 q = p - speed1*(iTime + constantTime);\n    float f;\n    f  = 0.50000*noise( q ); q = q*2.02;\n    f += 0.25000*noise( q ); q = q*2.03;\n    f += 0.12500*noise( q ); q = q*2.01;\n    f += 0.06250*noise( q );\n    return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 );\n}\nfloat map3( in vec3 p ){\n    vec3 speed1 = vec3(0.5,0.01,1.0) * 0.5 * speed;\n    vec3 q = p - speed1*(iTime + constantTime);\n    float f;\n    f  = 0.50000*noise( q ); q = q*2.02;\n    f += 0.25000*noise( q ); q = q*2.03;\n    f += 0.12500*noise( q );\n    return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 );\n}\nfloat map2( in vec3 p ){\n    vec3 speed1 = vec3(0.5,0.01,1.0) * 0.5 * speed;\n    vec3 q = p - speed1*(iTime + constantTime);\n    float f;\n    f  = 0.50000*noise( q ); q = q*2.02;\n    f += 0.25000*noise( q );\n    return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 );\n}\n\nvec3 sundir = normalize( vec3(-1.0,0.0,-1.0) );\n\nvec4 integrate( in vec4 sum, in float dif, in float den, in vec3 bgcol, in float t ){\n    // lighting\n    vec3 lin = cloudColor*1.4 + sunlightColor*dif;\n    vec4 col = vec4( mix( vec3(1.0,0.95,0.8), cloudShadowColor, den ), den );\n    col.xyz *= lin;\n    col.xyz = mix( col.xyz, bgcol, 1.0-exp(-0.003*t*t) );\n    // front to back blending\n    col.a *= 0.4;\n    col.rgb *= col.a;\n    return sum + col*(1.0-sum.a);\n}\n\n#define MARCH(STEPS,MAPLOD) for(int i=0; i<STEPS; i++) { vec3  pos = ro + t*rd; if( pos.y<-3.0 || pos.y>2.0 || sum.a > 0.99 ) break; float den = MAPLOD( pos ); if( den>0.01 ) { float dif = clamp((den - MAPLOD(pos+0.3*sundir))/0.6, 0.0, 1.0 ); sum = integrate( sum, dif, den, bgcol, t ); } t += max(0.075,0.02*t); }\n\nvec4 raymarch( in vec3 ro, in vec3 rd, in vec3 bgcol, in ivec2 px ){\n    vec4 sum = vec4(0.0);\n\n    float t = 0.0;\n\n    MARCH(20,map5);\n    MARCH(25,map4);\n    MARCH(30,map3);\n    MARCH(40,map2);\n\n    return clamp( sum, 0.0, 1.0 );\n}\n\nmat3 setCamera( in vec3 ro, in vec3 ta, float cr ){\n    vec3 cw = normalize(ta-ro);\n    vec3 cp = vec3(sin(cr), cos(cr),0.0);\n    vec3 cu = normalize( cross(cw,cp) );\n    vec3 cv = normalize( cross(cu,cw) );\n    return mat3( cu, cv, cw );\n}\n\nvec4 render( in vec3 ro, in vec3 rd, in ivec2 px ){\n    // background sky\n    float sun = clamp( dot(sundir,rd), 0.0, 1.0 );\n    vec3 col = skyColor - rd.y*0.2*vec3(1.0,0.5,1.0) + 0.15*0.5;\n    col += 0.2*sunColor*pow( sun, 8.0 );\n\n    // clouds\n    vec4 res = raymarch( ro, rd, col, px );\n    col = col*(1.0-res.w) + res.xyz;\n\n    // sun glare\n    col += 0.2*sunGlareColor*pow( sun, 3.0 );\n\n    return vec4( col, 1.0 );\n}\n\nvoid main(){\n    vec2 p = (-iResolution.xy + 2.0*gl_FragCoord.xy)/ iResolution.y;\n\n    vec2 m = iMouse.xy/iResolution.xy;\n    m.y = (1.0 - m.y) * 0.33 + 0.28; // camera height\n\n    m.x *= 0.25;\n    m.x += sin(iTime * 0.1 + 3.1415) * 0.25 + 0.25;\n\n    // camera\n    vec3 ro = 4.0*normalize(vec3(sin(3.0*m.x), 0.4*m.y, cos(3.0*m.x))); // origin\n    vec3 ta = vec3(0.0, -1.0, 0.0);\n    mat3 ca = setCamera( ro, ta, 0.0 );\n    // ray\n    vec3 rd = ca * normalize( vec3(p.xy,1.5));\n\n    gl_FragColor = render( ro, rd, ivec2(gl_FragCoord-0.5) );\n}\n"}])}));