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Repo: SebLague/Clouds (MIT license) Code: I ported the cloud raymarcher from Clouds.shader (rayBoxDst, sampleDensity, lightmarch, the 2-lobe Henyey-Greenstein phase) to GLSL, and the Worley noise generator from NoiseGenCompute.compute to JavaScript, using the repo's "Flight Demo" settings. Changes: density snapped to voxels, voxel-by-voxel ray walk, higher density multiplier, smaller noise textures. The terrain, sky, water and the opaque-voxel comparison are my own. No assets or screenshots from the repo. Topic inspired by @cazfps1's CazToon shader posts. No CazToon code or assets were used.