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gods-eye-view/src/styles/snow.js
T

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JavaScript

/**
* Snow Style — White overlay + Desaturation + Falling particles
* Transforms the world into a winter wonderland
*/
export const snowShader = {
name: 'snow',
uniforms: {
density: { default: 0.6, min: 0, max: 1, label: 'Density' },
wind: { default: 0.5, min: 0, max: 1, label: 'Wind' },
},
fragmentShader: /* glsl */ `
uniform sampler2D colorTexture;
uniform vec2 colorTextureDimensions;
uniform float intensity;
uniform float time;
uniform float density;
uniform float wind;
in vec2 v_textureCoordinates;
// Hash function for pseudo-random snow
float hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
// Layered snow particles
float snowLayer(vec2 uv, float layer) {
float depth = 0.5 + layer * 0.5;
float speed = 0.4 + layer * 0.3;
float size = mix(0.01, 0.025, layer);
float windForce = sin(time * 0.5 + layer * 3.14) * (0.05 + wind * 0.2);
vec2 snowUV = uv * vec2(1.0, 0.5) * (4.0 + layer * 4.0);
snowUV.y += time * speed;
snowUV.x += time * windForce;
vec2 cell = floor(snowUV);
vec2 f = fract(snowUV);
float snow = 0.0;
// Check neighboring cells for smooth particles
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x), float(y));
vec2 point = vec2(hash(cell + neighbor), hash(cell + neighbor + 100.0));
// Animate particle position slightly
point = 0.5 + 0.4 * sin(time * 0.3 + 6.2831 * point);
float d = length(f - neighbor - point);
snow += smoothstep(size, 0.0, d) * depth;
}
}
return snow;
}
void main() {
vec2 uv = v_textureCoordinates;
vec4 color = texture(colorTexture, uv);
// Cool/blue color shift
vec3 cool = color.rgb * vec3(0.85, 0.9, 1.1);
// Desaturate partially
float luma = dot(cool, vec3(0.299, 0.587, 0.114));
vec3 desaturated = mix(cool, vec3(luma), 0.4 * intensity);
// Brighten (snow coverage lightens everything)
vec3 brightened = mix(desaturated, vec3(1.0), 0.15 * intensity);
// Add white frost overlay on brighter areas
float frostMask = smoothstep(0.3, 0.8, luma);
vec3 frosted = mix(brightened, vec3(0.95, 0.97, 1.0), frostMask * 0.25 * intensity);
// Accumulate snow particle layers (density controls amount)
float snow = 0.0;
snow += snowLayer(uv, 0.0) * 0.5;
snow += snowLayer(uv, 0.25) * 0.6;
snow += snowLayer(uv, 0.5) * 0.7;
snow += snowLayer(uv, 0.75) * 0.8;
snow += snowLayer(uv, 1.0) * 1.0;
snow = clamp(snow * (0.4 + density * 1.2), 0.0, 1.0);
// Composite snow particles
vec3 result = frosted + snow * 0.8 * intensity;
// Subtle fog in lower areas
float fog = smoothstep(0.0, 0.4, 1.0 - uv.y) * 0.1 * intensity;
result = mix(result, vec3(0.85, 0.88, 0.95), fog);
out_FragColor = vec4(mix(color.rgb, result, intensity), color.a);
}
`,
};