> Emilian proposes the weather system to be agnostic about the shaders,
> not the shaders to be agnostic about weather.

Advanced Weather works based on abstraction layers. The high levels are unaware 
of any technical issues ('we have a tile with 6/8 Nimbostratus coverage and 
light rain'), as the weather is set up, lower layers gradually generate the 
technical information (What cloud rendering technology is to be used to draw 
the Nimbostratus cover? What shader is the cloud rendered with? Do we need to 
compute atmosphere scattering values given the visibility or not? ).

The low layers cannot be unaware of shaders, because for instance a cloud 
defined in the new way is defined by different parameters than a cloud in the 
old way and the weather system has to have this information.

The weather system as such is fairly agnostic about what shaders actually 
render visibility or skydome. The information is written, but the weather 
system doesn't care if a shader parses it or not.

> Anyhow, starting at an even higher level of detail, the weather system
> might be required to know where sunlight actually hits the ground ....

I've been thinking about this early on, but what matters for convection is 
actually the time history of sun irradiation of a spot, so you'd need to know 
how the cloud cover evolved over the last few hours at a location, not how it 
currently is.

Cheers,

* Thorsten

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