Keep the darker plume tuning and the tighter ice surface
Reverts the brighter fill: lit tops against near-black undersides, and the higher-frequency surface undulation that separated the sheets more clearly.
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+5
-5
@@ -63,13 +63,13 @@ void main() {
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float feather = smoothstep(0.0, 0.10, min(min(f.x, 1.0 - f.x), min(f.y, 1.0 - f.y)));
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float facet = mix(1.0, mix(0.70, 1.25, hash(cell + seed + step(1.0, f.x + f.y) * 37.0)), feather);
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float shade = 0.60 + 0.55 * lit; // soft light across the folded planes
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float e = mass * facet * shade * 0.075
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+ mass * (1.0 - mass) * 4.0 * 0.015 // thin torn silhouette
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+ mass * pow(lit, 14.0) * 0.045; // glint where a fold faces the light
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float shade = 0.05 + 1.10 * lit * lit; // lit tops, near-black undersides
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float e = mass * facet * shade * 0.085
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+ mass * (1.0 - mass) * 4.0 * 0.040 // thin torn silhouette
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+ mass * pow(lit, 14.0) * 0.110; // glint where a fold faces the light
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vec3 col = e * mix(vec3(0.02, 0.42, 0.60), vec3(0.08, 0.64, 0.88), facet * 0.5);
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// Faint dye in the open gaps so darkness reads as depth, not as a hole.
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col += smoothstep(0.40, 0.85, fbm(p * 0.30 + seed * 0.4 + o * 0.3)) * vec3(0.0001, 0.0004, 0.0006);
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col += smoothstep(0.40, 0.85, fbm(p * 0.30 + seed * 0.4 + o * 0.3)) * vec3(0.0003, 0.0011, 0.0015);
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gl_FragColor = vec4(col, (0.42 + layer * 0.26) / 2.6);
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}
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