@rosetears/aili-pi 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (531) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +109 -0
  3. package/THIRD_PARTY_NOTICES.md +64 -0
  4. package/extensions/index.ts +6 -0
  5. package/install.sh +5 -0
  6. package/manifests/adapter-evidence.json +45 -0
  7. package/manifests/capabilities.json +124 -0
  8. package/manifests/live-verification.json +26 -0
  9. package/manifests/provenance.json +71 -0
  10. package/manifests/roles.json +474 -0
  11. package/manifests/sbom.json +7797 -0
  12. package/manifests/skill-compatibility.json +8100 -0
  13. package/manifests/subagent-provenance.json +37 -0
  14. package/package.json +91 -0
  15. package/prompts/build.md +8 -0
  16. package/prompts/define.md +8 -0
  17. package/prompts/ideate.md +8 -0
  18. package/prompts/local-review.md +8 -0
  19. package/prompts/ship.md +8 -0
  20. package/roles/agent-evaluator.md +47 -0
  21. package/roles/ai-regression-scout.md +47 -0
  22. package/roles/browser-qa-runner.md +47 -0
  23. package/roles/code-reviewer.md +47 -0
  24. package/roles/code-scout.md +47 -0
  25. package/roles/convergence-reviewer.md +55 -0
  26. package/roles/doc-researcher.md +47 -0
  27. package/roles/e2e-artifact-runner.md +47 -0
  28. package/roles/implementer.md +47 -0
  29. package/roles/opensource-sanitizer.md +47 -0
  30. package/roles/plan-auditor.md +47 -0
  31. package/roles/pr-test-analyzer.md +47 -0
  32. package/roles/security-auditor.md +47 -0
  33. package/roles/silent-failure-reviewer.md +47 -0
  34. package/roles/spec-miner.md +47 -0
  35. package/roles/test-coverage-reviewer.md +47 -0
  36. package/roles/test-engineer.md +48 -0
  37. package/roles/web-performance-auditor.md +47 -0
  38. package/roles/web-researcher.md +47 -0
  39. package/scripts/apply-adapter-evidence.ts +73 -0
  40. package/scripts/bootstrap.sh +180 -0
  41. package/scripts/generate-provenance.ts +143 -0
  42. package/scripts/local-package-e2e.ts +51 -0
  43. package/scripts/sync-roles.ts +213 -0
  44. package/scripts/sync-skills.ts +356 -0
  45. package/scripts/validate-runtime.ts +11 -0
  46. package/skills/academic-paper-review/SKILL.md +81 -0
  47. package/skills/agents-md-initialization/SKILL.md +121 -0
  48. package/skills/agents-md-initialization/references/agents-template.md +83 -0
  49. package/skills/agents-md-initialization/references/agents_md.py +215 -0
  50. package/skills/ai-regression-scout/SKILL.md +24 -0
  51. package/skills/aili-delivery-flow/SKILL.md +125 -0
  52. package/skills/aili-delivery-flow/references/artifact-contracts.md +138 -0
  53. package/skills/aili-delivery-flow/references/backend-routing.md +40 -0
  54. package/skills/aili-delivery-flow/references/build-execution-loop.md +113 -0
  55. package/skills/aili-delivery-flow/references/build-goal-mode.md +3 -0
  56. package/skills/aili-delivery-flow/references/direct-vs-delegated-work.md +38 -0
  57. package/skills/aili-delivery-flow/references/implementation-packages.md +54 -0
  58. package/skills/aili-delivery-flow/references/lifecycle.md +127 -0
  59. package/skills/aili-delivery-flow/references/protocols/acceptance-test-plan.md +18 -0
  60. package/skills/aili-delivery-flow/references/protocols/alignment-questionnaire.md +10 -0
  61. package/skills/aili-delivery-flow/references/protocols/closeout-report.md +101 -0
  62. package/skills/aili-delivery-flow/references/protocols/compact-evidence-pack.md +46 -0
  63. package/skills/aili-delivery-flow/references/protocols/idea-brief.md +10 -0
  64. package/skills/aili-delivery-flow/references/protocols/implementation-package.md +53 -0
  65. package/skills/aili-delivery-flow/references/protocols/research-evidence-pack.md +19 -0
  66. package/skills/aili-delivery-flow/references/protocols/review-report.md +7 -0
  67. package/skills/aili-delivery-flow/references/protocols/spec-draft.md +12 -0
  68. package/skills/aili-delivery-flow/references/protocols/subagent-result.md +60 -0
  69. package/skills/aili-delivery-flow/references/protocols/subagent-task-packet.md +29 -0
  70. package/skills/aili-delivery-flow/references/protocols/worktree-context.md +109 -0
  71. package/skills/aili-delivery-flow/references/questionnaire-policy.md +62 -0
  72. package/skills/aili-delivery-flow/references/review-repair-loop.md +16 -0
  73. package/skills/aili-delivery-flow/references/test-document-policy.md +35 -0
  74. package/skills/android-native-dev/SKILL.md +722 -0
  75. package/skills/android-native-dev/references/accessibility.md +209 -0
  76. package/skills/android-native-dev/references/adaptive-screens.md +231 -0
  77. package/skills/android-native-dev/references/design-style-guide.md +365 -0
  78. package/skills/android-native-dev/references/functional-requirements.md +229 -0
  79. package/skills/android-native-dev/references/motion-system.md +203 -0
  80. package/skills/android-native-dev/references/performance-stability.md +223 -0
  81. package/skills/android-native-dev/references/privacy-security.md +244 -0
  82. package/skills/android-native-dev/references/testing.md +554 -0
  83. package/skills/android-native-dev/references/visual-design.md +246 -0
  84. package/skills/api-and-interface-design/SKILL.md +318 -0
  85. package/skills/browser-qa/SKILL.md +32 -0
  86. package/skills/browser-testing-with-devtools/SKILL.md +323 -0
  87. package/skills/build-failure-repair/SKILL.md +49 -0
  88. package/skills/chart-visualization/SKILL.md +73 -0
  89. package/skills/ci-cd-and-automation/SKILL.md +353 -0
  90. package/skills/code-review-and-quality/SKILL.md +375 -0
  91. package/skills/code-review-quality-gates/SKILL.md +132 -0
  92. package/skills/code-simplification/SKILL.md +371 -0
  93. package/skills/comment-accuracy-review/SKILL.md +37 -0
  94. package/skills/consulting-analysis/SKILL.md +69 -0
  95. package/skills/context-engineering/SKILL.md +375 -0
  96. package/skills/coverage-review/SKILL.md +24 -0
  97. package/skills/data-analysis/SKILL.md +74 -0
  98. package/skills/deprecation-and-migration/SKILL.md +222 -0
  99. package/skills/documentation-and-adrs/SKILL.md +330 -0
  100. package/skills/e2e-artifact-handling/SKILL.md +30 -0
  101. package/skills/evidence-scoped-retrospective/SKILL.md +156 -0
  102. package/skills/explain-by-allegory/SKILL.md +99 -0
  103. package/skills/flutter-dev/SKILL.md +162 -0
  104. package/skills/flutter-dev/references/animations.md +497 -0
  105. package/skills/flutter-dev/references/bloc-state.md +281 -0
  106. package/skills/flutter-dev/references/forms.md +656 -0
  107. package/skills/flutter-dev/references/gorouter-navigation.md +257 -0
  108. package/skills/flutter-dev/references/localization.md +510 -0
  109. package/skills/flutter-dev/references/networking.md +566 -0
  110. package/skills/flutter-dev/references/performance.md +305 -0
  111. package/skills/flutter-dev/references/platform-specific.md +417 -0
  112. package/skills/flutter-dev/references/project-structure.md +273 -0
  113. package/skills/flutter-dev/references/riverpod-state.md +232 -0
  114. package/skills/flutter-dev/references/testing.md +364 -0
  115. package/skills/flutter-dev/references/widget-patterns.md +233 -0
  116. package/skills/frontend-dev/SKILL.md +468 -0
  117. package/skills/frontend-dev/canvas-fonts/ArsenalSC-OFL.txt +93 -0
  118. package/skills/frontend-dev/canvas-fonts/ArsenalSC-Regular.ttf +0 -0
  119. package/skills/frontend-dev/canvas-fonts/BigShoulders-Bold.ttf +0 -0
  120. package/skills/frontend-dev/canvas-fonts/BigShoulders-OFL.txt +93 -0
  121. package/skills/frontend-dev/canvas-fonts/BigShoulders-Regular.ttf +0 -0
  122. package/skills/frontend-dev/canvas-fonts/Boldonse-OFL.txt +93 -0
  123. package/skills/frontend-dev/canvas-fonts/Boldonse-Regular.ttf +0 -0
  124. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Bold.ttf +0 -0
  125. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-OFL.txt +93 -0
  126. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Regular.ttf +0 -0
  127. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Bold.ttf +0 -0
  128. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Italic.ttf +0 -0
  129. package/skills/frontend-dev/canvas-fonts/CrimsonPro-OFL.txt +93 -0
  130. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Regular.ttf +0 -0
  131. package/skills/frontend-dev/canvas-fonts/DMMono-OFL.txt +93 -0
  132. package/skills/frontend-dev/canvas-fonts/DMMono-Regular.ttf +0 -0
  133. package/skills/frontend-dev/canvas-fonts/EricaOne-OFL.txt +94 -0
  134. package/skills/frontend-dev/canvas-fonts/EricaOne-Regular.ttf +0 -0
  135. package/skills/frontend-dev/canvas-fonts/GeistMono-Bold.ttf +0 -0
  136. package/skills/frontend-dev/canvas-fonts/GeistMono-OFL.txt +93 -0
  137. package/skills/frontend-dev/canvas-fonts/GeistMono-Regular.ttf +0 -0
  138. package/skills/frontend-dev/canvas-fonts/Gloock-OFL.txt +93 -0
  139. package/skills/frontend-dev/canvas-fonts/Gloock-Regular.ttf +0 -0
  140. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Bold.ttf +0 -0
  141. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-OFL.txt +93 -0
  142. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Regular.ttf +0 -0
  143. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Bold.ttf +0 -0
  144. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-BoldItalic.ttf +0 -0
  145. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Italic.ttf +0 -0
  146. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Regular.ttf +0 -0
  147. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Bold.ttf +0 -0
  148. package/skills/frontend-dev/canvas-fonts/InstrumentSans-BoldItalic.ttf +0 -0
  149. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Italic.ttf +0 -0
  150. package/skills/frontend-dev/canvas-fonts/InstrumentSans-OFL.txt +93 -0
  151. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Regular.ttf +0 -0
  152. package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Italic.ttf +0 -0
  153. package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Regular.ttf +0 -0
  154. package/skills/frontend-dev/canvas-fonts/Italiana-OFL.txt +93 -0
  155. package/skills/frontend-dev/canvas-fonts/Italiana-Regular.ttf +0 -0
  156. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Bold.ttf +0 -0
  157. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-OFL.txt +93 -0
  158. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Regular.ttf +0 -0
  159. package/skills/frontend-dev/canvas-fonts/Jura-Light.ttf +0 -0
  160. package/skills/frontend-dev/canvas-fonts/Jura-Medium.ttf +0 -0
  161. package/skills/frontend-dev/canvas-fonts/Jura-OFL.txt +93 -0
  162. package/skills/frontend-dev/canvas-fonts/LibreBaskerville-OFL.txt +93 -0
  163. package/skills/frontend-dev/canvas-fonts/LibreBaskerville-Regular.ttf +0 -0
  164. package/skills/frontend-dev/canvas-fonts/Lora-Bold.ttf +0 -0
  165. package/skills/frontend-dev/canvas-fonts/Lora-BoldItalic.ttf +0 -0
  166. package/skills/frontend-dev/canvas-fonts/Lora-Italic.ttf +0 -0
  167. package/skills/frontend-dev/canvas-fonts/Lora-OFL.txt +93 -0
  168. package/skills/frontend-dev/canvas-fonts/Lora-Regular.ttf +0 -0
  169. package/skills/frontend-dev/canvas-fonts/NationalPark-Bold.ttf +0 -0
  170. package/skills/frontend-dev/canvas-fonts/NationalPark-OFL.txt +93 -0
  171. package/skills/frontend-dev/canvas-fonts/NationalPark-Regular.ttf +0 -0
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  173. package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-Regular.ttf +0 -0
  174. package/skills/frontend-dev/canvas-fonts/Outfit-Bold.ttf +0 -0
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  176. package/skills/frontend-dev/canvas-fonts/Outfit-Regular.ttf +0 -0
  177. package/skills/frontend-dev/canvas-fonts/PixelifySans-Medium.ttf +0 -0
  178. package/skills/frontend-dev/canvas-fonts/PixelifySans-OFL.txt +93 -0
  179. package/skills/frontend-dev/canvas-fonts/PoiretOne-OFL.txt +93 -0
  180. package/skills/frontend-dev/canvas-fonts/PoiretOne-Regular.ttf +0 -0
  181. package/skills/frontend-dev/canvas-fonts/RedHatMono-Bold.ttf +0 -0
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  183. package/skills/frontend-dev/canvas-fonts/RedHatMono-Regular.ttf +0 -0
  184. package/skills/frontend-dev/canvas-fonts/Silkscreen-OFL.txt +93 -0
  185. package/skills/frontend-dev/canvas-fonts/Silkscreen-Regular.ttf +0 -0
  186. package/skills/frontend-dev/canvas-fonts/SmoochSans-Medium.ttf +0 -0
  187. package/skills/frontend-dev/canvas-fonts/SmoochSans-OFL.txt +93 -0
  188. package/skills/frontend-dev/canvas-fonts/Tektur-Medium.ttf +0 -0
  189. package/skills/frontend-dev/canvas-fonts/Tektur-OFL.txt +93 -0
  190. package/skills/frontend-dev/canvas-fonts/Tektur-Regular.ttf +0 -0
  191. package/skills/frontend-dev/canvas-fonts/WorkSans-Bold.ttf +0 -0
  192. package/skills/frontend-dev/canvas-fonts/WorkSans-BoldItalic.ttf +0 -0
  193. package/skills/frontend-dev/canvas-fonts/WorkSans-Italic.ttf +0 -0
  194. package/skills/frontend-dev/canvas-fonts/WorkSans-OFL.txt +93 -0
  195. package/skills/frontend-dev/canvas-fonts/WorkSans-Regular.ttf +0 -0
  196. package/skills/frontend-dev/canvas-fonts/YoungSerif-OFL.txt +93 -0
  197. package/skills/frontend-dev/canvas-fonts/YoungSerif-Regular.ttf +0 -0
  198. package/skills/frontend-dev/references/asset-prompt-guide.md +43 -0
  199. package/skills/frontend-dev/references/env-setup.md +33 -0
  200. package/skills/frontend-dev/references/minimax-cli-reference.md +133 -0
  201. package/skills/frontend-dev/references/minimax-image-guide.md +65 -0
  202. package/skills/frontend-dev/references/minimax-music-guide.md +216 -0
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  204. package/skills/frontend-dev/references/minimax-video-guide.md +82 -0
  205. package/skills/frontend-dev/references/minimax-voice-catalog.md +685 -0
  206. package/skills/frontend-dev/references/motion-recipes.md +407 -0
  207. package/skills/frontend-dev/references/troubleshooting.md +85 -0
  208. package/skills/frontend-dev/scripts/minimax_image.py +137 -0
  209. package/skills/frontend-dev/scripts/minimax_music.py +157 -0
  210. package/skills/frontend-dev/scripts/minimax_tts.py +127 -0
  211. package/skills/frontend-dev/scripts/minimax_video.py +187 -0
  212. package/skills/frontend-dev/templates/generator_template.js +223 -0
  213. package/skills/frontend-dev/templates/viewer.html +599 -0
  214. package/skills/frontend-ui-engineering/SKILL.md +367 -0
  215. package/skills/fullstack-dev/SKILL.md +819 -0
  216. package/skills/fullstack-dev/references/api-design.md +444 -0
  217. package/skills/fullstack-dev/references/auth-flow.md +165 -0
  218. package/skills/fullstack-dev/references/db-schema.md +706 -0
  219. package/skills/fullstack-dev/references/django-best-practices.md +466 -0
  220. package/skills/fullstack-dev/references/environment-management.md +78 -0
  221. package/skills/fullstack-dev/references/release-checklist.md +278 -0
  222. package/skills/fullstack-dev/references/technology-selection.md +254 -0
  223. package/skills/fullstack-dev/references/testing-strategy.md +404 -0
  224. package/skills/git-workflow-and-versioning/SKILL.md +446 -0
  225. package/skills/github-evidence-triage/SKILL.md +115 -0
  226. package/skills/harness-evolution/SKILL.md +59 -0
  227. package/skills/harness-evolution/references/activation-matrix.md +13 -0
  228. package/skills/harness-evolution/references/approval-policy.md +20 -0
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  232. package/skills/harness-issue-triage/SKILL.md +72 -0
  233. package/skills/harness-issue-triage/references/component-diagnosis.md +25 -0
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  236. package/skills/idea-refine/SKILL.md +191 -0
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  523. package/src/runtime/lifecycle.ts +19 -0
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  529. package/src/runtime/subagents.ts +426 -0
  530. package/templates/APPEND_SYSTEM.md +12 -0
  531. package/upstream/aili-workflows.lock.json +3226 -0
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+ # Volumetric Rendering Skill
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+
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+ ## Use Cases
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+ - Rendering participating media: clouds, fog, smoke, fire, explosions, atmospheric scattering
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+ - Visual effects of light passing through and scattering/absorbing within semi-transparent volumes
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+ - Suitable for ShaderToy real-time fragment shaders, also portable to game engines
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+
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+ ## Core Principles
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+
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+ Advance along each view ray at fixed or adaptive step sizes (Ray Marching), querying medium density at each sample point, accumulating color and opacity.
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+
12
+ ### Key Formulas
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+
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+ **Beer-Lambert transmittance**: `T = exp(-σe × d)`, where `σe = σs + σa`
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+
16
+ **Front-to-back alpha compositing (premultiplied form)**:
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+ ```glsl
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+ col.rgb *= col.a;
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+ sum += col * (1.0 - sum.a);
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+ ```
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+
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+ **Henyey-Greenstein phase function**: `HG(cosθ, g) = (1 - g²) / (1 + g² - 2g·cosθ)^(3/2)`
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+ - `g > 0` forward scattering, `g < 0` back scattering, `g = 0` isotropic
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+
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+ **Frostbite improved integration**: `Sint = (S - S × exp(-σe × dt)) / σe`
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+
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+ ## Implementation Steps
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+
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+ ### Step 1: Camera and Ray Construction
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+ ```glsl
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+ vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
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+ vec3 ro = vec3(0.0, 1.0, -5.0); // Camera position
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+ vec3 ta = vec3(0.0, 0.0, 0.0); // Look-at target
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+ vec3 ww = normalize(ta - ro);
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+ vec3 uu = normalize(cross(ww, vec3(0.0, 1.0, 0.0)));
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+ vec3 vv = cross(uu, ww);
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+ float fl = 1.5; // Focal length
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+ vec3 rd = normalize(uv.x * uu + uv.y * vv + fl * ww);
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+ ```
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+
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+ ### Step 2: Volume Bounds Intersection
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+ ```glsl
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+ // Method A: Horizontal plane bounds (cloud layers)
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+ float tmin = (yBottom - ro.y) / rd.y;
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+ float tmax = (yTop - ro.y) / rd.y;
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+ if (tmin > tmax) { float tmp = tmin; tmin = tmax; tmax = tmp; }
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+
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+ // Method B: Sphere bounds (explosions, atmosphere)
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+ vec2 intersectSphere(vec3 ro, vec3 rd, float r) {
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+ float b = dot(ro, rd);
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+ float c = dot(ro, ro) - r * r;
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+ float d = b * b - c;
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+ if (d < 0.0) return vec2(1e5, -1e5);
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+ d = sqrt(d);
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+ return vec2(-b - d, -b + d);
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+ }
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+ ```
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+
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+ ### Step 3: Density Field Definition
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+ ```glsl
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+ // 3D Value Noise (texture-based)
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+ float noise(vec3 x) {
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+ vec3 p = floor(x);
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+ vec3 f = fract(x);
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+ f = f * f * (3.0 - 2.0 * f);
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+ vec2 uv = (p.xy + vec2(37.0, 239.0) * p.z) + f.xy;
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+ vec2 rg = textureLod(iChannel0, (uv + 0.5) / 256.0, 0.0).yx;
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+ return mix(rg.x, rg.y, f.z);
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+ }
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+
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+ // fBM
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+ float fbm(vec3 p) {
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+ float f = 0.0;
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+ f += 0.50000 * noise(p); p *= 2.02;
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+ f += 0.25000 * noise(p); p *= 2.03;
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+ f += 0.12500 * noise(p); p *= 2.01;
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+ f += 0.06250 * noise(p); p *= 2.02;
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+ f += 0.03125 * noise(p);
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+ return f;
80
+ }
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+
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+ // Cloud density
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+ float cloudDensity(vec3 p) {
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+ vec3 q = p - vec3(0.0, 0.1, 1.0) * iTime;
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+ float f = fbm(q);
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+ return clamp(1.5 - p.y - 2.0 + 1.75 * f, 0.0, 1.0);
87
+ }
88
+ ```
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+
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+ ### Step 4: Ray Marching Main Loop
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+ ```glsl
92
+ #define NUM_STEPS 64
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+ #define STEP_SIZE 0.05
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+
95
+ vec4 raymarch(vec3 ro, vec3 rd, float tmin, float tmax, vec3 bgCol) {
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+ vec4 sum = vec4(0.0);
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+ // Dither start position to eliminate banding artifacts
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+ float t = tmin + STEP_SIZE * fract(sin(dot(fragCoord, vec2(12.9898, 78.233))) * 43758.5453);
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+
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+ for (int i = 0; i < NUM_STEPS; i++) {
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+ if (t > tmax || sum.a > 0.99) break;
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+ vec3 pos = ro + t * rd;
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+ float den = cloudDensity(pos);
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+ if (den > 0.01) {
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+ vec4 col = vec4(1.0, 0.95, 0.8, den);
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+ col.a *= 0.4;
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+ col.rgb *= col.a;
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+ sum += col * (1.0 - sum.a);
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+ }
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+ t += STEP_SIZE;
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+ }
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+ return clamp(sum, 0.0, 1.0);
113
+ }
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+ ```
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+
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+ ### Step 5: Lighting Calculation
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+ ```glsl
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+ // Method A: Directional derivative lighting (1 extra sample)
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+ vec3 sundir = normalize(vec3(1.0, 0.0, -1.0));
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+ float dif = clamp((den - cloudDensity(pos + 0.3 * sundir)) / 0.6, 0.0, 1.0);
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+ vec3 lin = vec3(1.0, 0.6, 0.3) * dif + vec3(0.91, 0.98, 1.05);
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+
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+ // Method B: Volumetric shadow (secondary ray march)
124
+ float volumetricShadow(vec3 from, vec3 lightDir) {
125
+ float shadow = 1.0, dt = 0.5, d = dt * 0.5;
126
+ for (int s = 0; s < 6; s++) {
127
+ shadow *= exp(-cloudDensity(from + lightDir * d) * dt);
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+ dt *= 1.3; d += dt;
129
+ }
130
+ return shadow;
131
+ }
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+
133
+ // Method C: HG phase function mixed scattering
134
+ float HenyeyGreenstein(float cosTheta, float g) {
135
+ float gg = g * g;
136
+ return (1.0 - gg) / pow(1.0 + gg - 2.0 * g * cosTheta, 1.5);
137
+ }
138
+ float scattering = mix(
139
+ HenyeyGreenstein(dot(rd, -sundir), 0.8),
140
+ HenyeyGreenstein(dot(rd, -sundir), -0.2),
141
+ 0.5
142
+ );
143
+ ```
144
+
145
+ ### Step 6: Color Mapping
146
+ ```glsl
147
+ // Method A: Density-interpolated coloring (clouds)
148
+ vec3 cloudColor = mix(vec3(1.0, 0.95, 0.8), vec3(0.25, 0.3, 0.35), den);
149
+
150
+ // Method B: Radial gradient coloring (explosions, fire)
151
+ vec3 computeColor(float density, float radius) {
152
+ vec3 result = mix(vec3(1.0, 0.9, 0.8), vec3(0.4, 0.15, 0.1), density);
153
+ result *= mix(7.0 * vec3(0.8, 1.0, 1.0), 1.5 * vec3(0.48, 0.53, 0.5), min(radius / 0.9, 1.15));
154
+ return result;
155
+ }
156
+
157
+ // Method C: Height-based ambient light gradient
158
+ vec3 ambientLight = mix(
159
+ vec3(39., 67., 87.) * (1.5 / 255.),
160
+ vec3(149., 167., 200.) * (1.5 / 255.),
161
+ normalizedHeight
162
+ );
163
+ ```
164
+
165
+ ### Step 7: Final Compositing and Post-Processing
166
+ ```glsl
167
+ // Sky background
168
+ vec3 bgCol = vec3(0.6, 0.71, 0.75) - rd.y * 0.2 * vec3(1.0, 0.5, 1.0);
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+ float sun = clamp(dot(sundir, rd), 0.0, 1.0);
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+ bgCol += 0.2 * vec3(1.0, 0.6, 0.1) * pow(sun, 8.0);
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+
172
+ // Compositing
173
+ vec4 vol = raymarch(ro, rd, tmin, tmax, bgCol);
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+ vec3 col = bgCol * (1.0 - vol.a) + vol.rgb;
175
+ col += vec3(0.2, 0.08, 0.04) * pow(sun, 3.0); // Sun glare
176
+ col = smoothstep(0.15, 1.1, col); // Tone mapping
177
+ ```
178
+
179
+ ## Complete Code Template
180
+
181
+ Runnable volumetric cloud renderer for ShaderToy (iChannel0 = Gray Noise Small 256x256):
182
+
183
+ ```glsl
184
+ // Volumetric Cloud Renderer — ShaderToy Template
185
+
186
+ #define NUM_STEPS 80
187
+ #define SUN_DIR normalize(vec3(-0.7, 0.0, -0.7))
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+ #define CLOUD_BOTTOM -1.0
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+ #define CLOUD_TOP 2.0
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+ #define WIND_SPEED 0.1
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+ #define DENSITY_SCALE 1.75
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+ #define DENSITY_THRESHOLD 0.01
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+
194
+ float noise(vec3 x) {
195
+ vec3 p = floor(x);
196
+ vec3 f = fract(x);
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+ f = f * f * (3.0 - 2.0 * f);
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+ vec2 uv = (p.xy + vec2(37.0, 239.0) * p.z) + f.xy;
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+ vec2 rg = textureLod(iChannel0, (uv + 0.5) / 256.0, 0.0).yx;
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+ return mix(rg.x, rg.y, f.z) * 2.0 - 1.0;
201
+ }
202
+
203
+ float map(vec3 p, int lod) {
204
+ vec3 q = p - vec3(0.0, WIND_SPEED, 1.0) * iTime;
205
+ float f;
206
+ f = 0.50000 * noise(q); q *= 2.02;
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+ if (lod >= 2)
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+ f += 0.25000 * noise(q); q *= 2.03;
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+ if (lod >= 3)
210
+ f += 0.12500 * noise(q); q *= 2.01;
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+ if (lod >= 4)
212
+ f += 0.06250 * noise(q); q *= 2.02;
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+ if (lod >= 5)
214
+ f += 0.03125 * noise(q);
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+ return clamp(1.5 - p.y - 2.0 + DENSITY_SCALE * f, 0.0, 1.0);
216
+ }
217
+
218
+ vec3 lightSample(vec3 pos, float den, int lod) {
219
+ float dif = clamp((den - map(pos + 0.3 * SUN_DIR, lod)) / 0.6, 0.0, 1.0);
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+ vec3 lin = vec3(1.0, 0.6, 0.3) * dif + vec3(0.91, 0.98, 1.05);
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+ vec3 col = mix(vec3(1.0, 0.95, 0.8), vec3(0.25, 0.3, 0.35), den);
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+ return col * lin;
223
+ }
224
+
225
+ vec4 raymarch(vec3 ro, vec3 rd, vec3 bgcol, ivec2 px) {
226
+ float tmin = (CLOUD_BOTTOM - ro.y) / rd.y;
227
+ float tmax = (CLOUD_TOP - ro.y) / rd.y;
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+ if (tmin > tmax) { float tmp = tmin; tmin = tmax; tmax = tmp; }
229
+ if (tmax < 0.0) return vec4(0.0);
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+ tmin = max(tmin, 0.0);
231
+ tmax = min(tmax, 60.0);
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+
233
+ float t = tmin + 0.1 * fract(sin(float(px.x * 73 + px.y * 311)) * 43758.5453);
234
+ vec4 sum = vec4(0.0);
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+
236
+ for (int i = 0; i < NUM_STEPS; i++) {
237
+ float dt = max(0.05, 0.02 * t);
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+ int lod = 5 - int(log2(1.0 + t * 0.5));
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+ vec3 pos = ro + t * rd;
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+ float den = map(pos, lod);
241
+
242
+ if (den > DENSITY_THRESHOLD) {
243
+ vec3 litCol = lightSample(pos, den, lod);
244
+ litCol = mix(litCol, bgcol, 1.0 - exp(-0.003 * t * t));
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+ vec4 col = vec4(litCol, den);
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+ col.a *= 0.4;
247
+ col.rgb *= col.a;
248
+ sum += col * (1.0 - sum.a);
249
+ }
250
+
251
+ t += dt;
252
+ if (t > tmax || sum.a > 0.99) break;
253
+ }
254
+ return clamp(sum, 0.0, 1.0);
255
+ }
256
+
257
+ mat3 setCamera(vec3 ro, vec3 ta, float cr) {
258
+ vec3 cw = normalize(ta - ro);
259
+ vec3 cp = vec3(sin(cr), cos(cr), 0.0);
260
+ vec3 cu = normalize(cross(cw, cp));
261
+ vec3 cv = normalize(cross(cu, cw));
262
+ return mat3(cu, cv, cw);
263
+ }
264
+
265
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
266
+ vec2 p = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
267
+ vec2 m = iMouse.xy / iResolution.xy;
268
+
269
+ vec3 ro = 4.0 * normalize(vec3(sin(3.0 * m.x), 0.8 * m.y, cos(3.0 * m.x)));
270
+ ro.y += 0.5;
271
+ vec3 ta = vec3(0.0, -1.0, 0.0);
272
+ mat3 ca = setCamera(ro, ta, 0.07 * cos(0.25 * iTime));
273
+ vec3 rd = ca * normalize(vec3(p, 1.5));
274
+
275
+ float sun = clamp(dot(SUN_DIR, rd), 0.0, 1.0);
276
+ vec3 bgcol = vec3(0.6, 0.71, 0.75) - rd.y * 0.2 * vec3(1.0, 0.5, 1.0) + 0.075;
277
+ bgcol += 0.2 * vec3(1.0, 0.6, 0.1) * pow(sun, 8.0);
278
+
279
+ vec4 res = raymarch(ro, rd, bgcol, ivec2(fragCoord - 0.5));
280
+ vec3 col = bgcol * (1.0 - res.a) + res.rgb;
281
+ col += vec3(0.2, 0.08, 0.04) * pow(sun, 3.0);
282
+ col = smoothstep(0.15, 1.1, col);
283
+
284
+ fragColor = vec4(col, 1.0);
285
+ }
286
+ ```
287
+
288
+ ## Common Variants
289
+
290
+ ### Variant 1: Self-Emissive Volume (Fire/Explosions)
291
+ ```glsl
292
+ vec3 emissionColor(float density, float radius) {
293
+ vec3 result = mix(vec3(1.0, 0.9, 0.8), vec3(0.4, 0.15, 0.1), density);
294
+ vec3 colCenter = 7.0 * vec3(0.8, 1.0, 1.0);
295
+ vec3 colEdge = 1.5 * vec3(0.48, 0.53, 0.5);
296
+ result *= mix(colCenter, colEdge, min(radius / 0.9, 1.15));
297
+ return result;
298
+ }
299
+ // Bloom effect
300
+ sum.rgb += lightColor / exp(lDist * lDist * lDist * 0.08) / 30.0;
301
+ ```
302
+
303
+ ### Variant 2: Physical Scattering Atmosphere (Rayleigh + Mie)
304
+ ```glsl
305
+ float density(vec3 p, float scaleHeight) {
306
+ return exp(-max(length(p) - R_INNER, 0.0) / scaleHeight);
307
+ }
308
+ float opticDepth(vec3 from, vec3 to, float scaleHeight) {
309
+ vec3 s = (to - from) / float(NUM_STEPS_LIGHT);
310
+ vec3 v = from + s * 0.5;
311
+ float sum = 0.0;
312
+ for (int i = 0; i < NUM_STEPS_LIGHT; i++) { sum += density(v, scaleHeight); v += s; }
313
+ return sum * length(s);
314
+ }
315
+ float phaseRayleigh(float cc) { return (3.0 / 16.0 / PI) * (1.0 + cc); }
316
+ vec3 scatter = sumRay * kRay * phaseRayleigh(cc) + sumMie * kMie * phaseMie(-0.78, c, cc);
317
+ ```
318
+
319
+ ### Variant 3: Frostbite Energy-Conserving Integration
320
+ ```glsl
321
+ vec3 S = evaluateLight(p) * sigmaS * phaseFunction() * volumetricShadow(p, lightPos);
322
+ vec3 Sint = (S - S * exp(-sigmaE * dt)) / sigmaE;
323
+ scatteredLight += transmittance * Sint;
324
+ transmittance *= exp(-sigmaE * dt);
325
+ ```
326
+
327
+ ### Variant 4: Production-Grade Clouds (Horizon Zero Dawn Style)
328
+ ```glsl
329
+ float m = cloudMapBase(pos, norY);
330
+ m *= cloudGradient(norY);
331
+ m -= cloudMapDetail(pos) * dstrength * 0.225;
332
+ m = smoothstep(0.0, 0.1, m + (COVERAGE - 1.0));
333
+ float scattering = mix(HenyeyGreenstein(sundotrd, 0.8), HenyeyGreenstein(sundotrd, -0.2), 0.5);
334
+ // Temporal reprojection
335
+ vec2 spos = reprojectPos(ro + rd * dist, iResolution.xy, iChannel1);
336
+ col = mix(texture(iChannel1, spos, 0.0), col, 0.05);
337
+ ```
338
+
339
+ ### Variant 5: Gradient Normal Surface Lighting (Fur Ball / Volume Surface)
340
+ ```glsl
341
+ vec3 furNormal(vec3 pos, float density) {
342
+ float eps = 0.01;
343
+ vec3 n;
344
+ n.x = sampleDensity(pos + vec3(eps, 0, 0)) - density;
345
+ n.y = sampleDensity(pos + vec3(0, eps, 0)) - density;
346
+ n.z = sampleDensity(pos + vec3(0, 0, eps)) - density;
347
+ return normalize(n);
348
+ }
349
+ vec3 N = -furNormal(pos, density);
350
+ float diff = max(0.0, dot(N, L) * 0.5 + 0.5); // Half-Lambert
351
+ float spec = pow(max(0.0, dot(N, H)), 50.0); // Blinn-Phong
352
+ ```
353
+
354
+ ## Performance & Composition
355
+
356
+ ### Performance Tips
357
+ - **Early exit**: break out of loop when `sum.a > 0.99`
358
+ - **LOD noise**: `int lod = 5 - int(log2(1.0 + t * 0.5));` reduce fBM octaves at distance
359
+ - **Adaptive step size**: `float dt = max(0.05, 0.02 * t);` fine near, coarse far
360
+ - **Dithering**: add pixel-dependent random offset to start position, eliminates banding artifacts
361
+ - **Bounds clipping**: only march within the ray-volume intersection interval
362
+ - **Density threshold skip**: only compute lighting when `den > 0.01`
363
+ - **Minimal shadow steps**: 6-16 steps with increasing step size
364
+ - **Temporal reprojection**: blend history frames (e.g., 5% new frame + 95% history frame)
365
+
366
+ ### Composition Tips
367
+ - **SDF terrain + volumetric clouds**: mutual depth occlusion (Himalayas style)
368
+ - **Volumetric fog + scene lighting**: `color = color * transmittance + scatteredLight`
369
+ - **Multi-layer volumes**: different density functions at different heights, march independently then composite
370
+ - **Post-process light shafts (God Rays)**: radial blur or screen-space ray marching
371
+ - **Procedural sky + volumetric clouds**: distance fogging for natural transitions
372
+
373
+ ## Further Reading
374
+
375
+ For full step-by-step tutorials, mathematical derivations, and advanced usage, see [reference](../reference/volumetric-rendering.md)