A self-contained WebGL cloudscape built from the supplied Shadertoy-style noise shader.
export const cloudsFragmentShader = String.raw`#version 300 es
precision highp float;
layout(location = 0) out vec4 outColor;
uniform vec3 iResolution;
uniform float iTime;
uniform float iTimeDelta;
uniform float iFrameRate;
uniform int iFrame;
uniform float iChannelTime[4];
uniform vec3 iChannelResolution[4];
uniform vec4 iMouse;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;
uniform vec4 iDate;
uniform float iSampleRate;
const float cloudscale = 1.1;
const float speed = 0.03;
const float clouddark = 0.5;
const float cloudlight = 0.3;
const float cloudcover = 0.2;
const float cloudalpha = 8.0;
const float skytint = 0.5;
const vec3 skycolour1 = vec3(0.2, 0.4, 0.6);
const vec3 skycolour2 = vec3(0.4, 0.7, 1.0);
const mat2 m = mat2(1.6, 1.2, -1.2, 1.6);
vec2 hash(vec2 p) {
p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
return -1.0 + 2.0 * fract(sin(p) * 43758.5453123);
}
float noise(in vec2 p) {
const float K1 = 0.366025404;
const float K2 = 0.211324865;
vec2 i = floor(p + (p.x + p.y) * K1);
vec2 a = p - i + (i.x + i.y) * K2;
vec2 o = (a.x > a.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0 * K2;
vec3 h = max(0.5 - vec3(dot(a, a), dot(b, b), dot(c, c)), 0.0);
vec3 n = h * h * h * h * vec3(dot(a, hash(i)), dot(b, hash(i + o)), dot(c, hash(i + 1.0)));
return dot(n, vec3(70.0));
}
float fbm(vec2 n) {
float total = 0.0;
float amplitude = 0.1;
for (int i = 0; i < 7; i++) {
total += noise(n) * amplitude;
n = m * n;
amplitude *= 0.4;
}
return total;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 p = fragCoord.xy / iResolution.xy;
vec2 uv = p * vec2(iResolution.x / iResolution.y, 1.0);
float time = iTime * speed;
float q = fbm(uv * cloudscale * 0.5);
float r = 0.0;
uv *= cloudscale;
uv -= q - time;
float weight = 0.8;
for (int i = 0; i < 8; i++) {
r += abs(weight * noise(uv));
uv = m * uv + time;
weight *= 0.7;
}
float f = 0.0;
uv = p * vec2(iResolution.x / iResolution.y, 1.0);
uv *= cloudscale;
uv -= q - time;
weight = 0.7;
for (int i = 0; i < 8; i++) {
f += weight * noise(uv);
uv = m * uv + time;
weight *= 0.6;
}
f *= r + f;
float c = 0.0;
time = iTime * speed * 2.0;
uv = p * vec2(iResolution.x / iResolution.y, 1.0);
uv *= cloudscale * 2.0;
uv -= q - time;
weight = 0.4;
for (int i = 0; i < 7; i++) {
c += weight * noise(uv);
uv = m * uv + time;
weight *= 0.6;
}
float c1 = 0.0;
time = iTime * speed * 3.0;
uv = p * vec2(iResolution.x / iResolution.y, 1.0);
uv *= cloudscale * 3.0;
uv -= q - time;
weight = 0.4;
for (int i = 0; i < 7; i++) {
c1 += abs(weight * noise(uv));
uv = m * uv + time;
weight *= 0.6;
}
c += c1;
vec3 skycolour = mix(skycolour2, skycolour1, p.y);
vec3 cloudcolour = vec3(1.1, 1.1, 0.9) * clamp(clouddark + cloudlight * c, 0.0, 1.0);
f = cloudcover + cloudalpha * f * r;
vec3 result = mix(skycolour, clamp(skytint * skycolour + cloudcolour, 0.0, 1.0), clamp(f + c, 0.0, 1.0));
fragColor = vec4(result, 1.0);
}
void main() {
vec4 color;
mainImage(color, gl_FragCoord.xy);
outColor = color;
}`