cloud_noise.computeShader
Procedural volumetric-cloud noise fill (Schneider/Hillaire style). A low-frequency FBM gives the base blob silhouette, a high-frequency FBM erodes it near the surface for the fluffy cumulus look, plus altitude shaping (round bottom, full middle, anvil top). Writes the 3D cloud de…
cloud_noise
Procedural volumetric-cloud noise fill (Schneider/Hillaire style). A low-frequency FBM gives the base blob silhouette, a high-frequency FBM erodes it near the surface for the fluffy cumulus look, plus altitude shaping (round bottom, full middle, anvil top). Writes the 3D cloud density texture.
Bindings (see bindings.yaml): clouds (storage3d rgba16f — the cloud volume), U
(read array<f32> uniforms).
Usage: dispatch by identity with compute.dispatchEx("@builtin::systems.volumetrics.shaders.cloud_noise", ...) (storage texture requires resource binding, not positional buffers) —
it resolves to the shader's stable guid and auto-compiles on first use (no setup).
Scoped to this part · feeds back into the world's score.