Soften night sky: 55% bright (was 85%), wider star band
- skyDarkness 0.85 -> 0.55 so night sky is deep but not pitch black, leaving room for stars to show through - skyMask widened (-0.10 -> -0.20 lower bound, 0.30 -> 0.40 upper) so stars appear closer to the horizon in the cockpit view - Star tint multiplier 0.9 -> 1.0 (full bright) for clearer dots
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@@ -148,10 +148,11 @@ var FRAG_SRC = [
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// lower half of the sky so the airplane-cockpit view shows stars
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// from the horizon up.
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'float nightFactor = smoothstep(0.05, -0.15, uSunAlt);',
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'float skyMask = smoothstep(-0.10, 0.30, rd.y);',
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// Widened sky band so stars appear close to the horizon too.
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'float skyMask = smoothstep(-0.20, 0.40, rd.y);',
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'float stars = starField(rd) * skyMask * nightFactor;',
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// (nightFactor is also used below for the final darken pass.)',
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'col = mix(col, uLight, clamp(stars, 0.0, 1.0) * 0.9);',
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'col = mix(col, uLight, clamp(stars, 0.0, 1.0));',
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// Density threshold: weather 'sunny' -> high (sparse clouds),
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// 'stormy' -> low (overcast deck).
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'float baseThresh = mix(0.72, 0.40, uDensity);',
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@@ -189,7 +190,9 @@ var FRAG_SRC = [
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// them goes dark. transmittance tells us how much light made it
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// through the cloud layer (1 = clear, 0 = fully cloudy).
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'float cloud = 1.0 - trans;',
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'float skyDarkness = nightFactor * 0.85;',
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// 0.55 — strong but not pitch black, leaves room for stars to
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// remain visible against a deep but not void-black sky.
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'float skyDarkness = nightFactor * 0.55;',
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'col = mix(col, col * (1.0 - skyDarkness), 1.0 - cloud);',
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'gl_FragColor = vec4(col, 1.0);',
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'}'
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