Fix night sky: visible clouds, real moon-driven darkening

Three coordinated changes:
1. nightPaletteNew.cloud: void -> raised (slightly lighter than
   sky) so clouds have contrast against the new-moon sky
2. nightPaletteFull.cloudShadow: panel -> void so cloud undersides
   fade into the night sky, while the lit topsides (border) stand
   out clearly
3. getNightColor() now keeps 'light' (moonlight) bright and only
   partially darkens sky/bg. The previous version squashed
   everything toward black, killing cloud structure.

Shader side:
- max(0.15, uDayProgress) keeps a baseline moonlight tint on the
  lit side of clouds even when uDayProgress happens to be 0
- The final darken pass is now driven by nightFactor (sunAlt-based)
  instead of the unreliable uDayProgress
This commit is contained in:
Richard Zink committed 2026-10-07 19:25:50 +02:00
1 parent 58f1ecbc61
commit 673ed6cf0f
3 files changed
+44 -31

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+24 -16
View File
@@ -1480,14 +1480,15 @@ if (useVanta && typeof VANTA !== 'undefined') {
// Rebuild palette
window.sunPalettes = [
{ alt: -Math.PI / 2, sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: -0.1, sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: -0.262, sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: -0.087, sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: 0.0, sky: hexToInt(ASH.rust), cloud: hexToInt(ASH.border), light: hexToInt(ASH.gold), bg: hexToInt(ASH.rust), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.gold), sunLight: hexToInt(ASH.ember), sunVis: 0.8 },
{ alt: 0.15, sky: hexToInt(ASH.blood), cloud: hexToInt(ASH.border), light: hexToInt(ASH.ember), bg: hexToInt(ASH.blood), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.ember), sunLight: hexToInt(ASH.ember), sunVis: 0.7 },
{ alt: 0.087, sky: hexToInt(ASH.blood), cloud: hexToInt(ASH.border), light: hexToInt(ASH.ember), bg: hexToInt(ASH.blood), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.ember), sunLight: hexToInt(ASH.ember), sunVis: 0.7 },
{ alt: 0.4, sky: hexToInt(ASH.steel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.steel), cloudShadow: hexToInt(ASH.steel), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 },
{ alt: Math.PI / 2, sky: hexToInt(ASH.steelLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.steelLight), cloudShadow: hexToInt(ASH.steelLight), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 }
];
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.raised), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
window.weatherThemes = {
sunny: {
skyColor: hexToInt(ASH.steelLight),
@@ -1524,18 +1525,23 @@ if (useVanta && typeof VANTA !== 'undefined') {
// altitude in radians: -pi/2 (below) to pi/2 (zenith)
// Sun position palette (altitude-based) - all colors from current theme
// altitude in radians: -pi/2 (below) to pi/2 (zenith)
// Compressed twilight: dusk and dawn palette entries are now at
// -5deg / +5deg so the sunset transition completes within roughly
// an hour of clock time. -15deg is already full-night (void), so
// the sky is properly dark by ~1h after sunset.
window.sunPalettes = [
{ alt: -Math.PI / 2, sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: -0.1, sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: -0.262, sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: -0.087, sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone), sunVis: 0 },
{ alt: 0.0, sky: hexToInt(ASH.rust), cloud: hexToInt(ASH.border), light: hexToInt(ASH.gold), bg: hexToInt(ASH.rust), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.gold), sunLight: hexToInt(ASH.ember), sunVis: 0.8 },
{ alt: 0.15, sky: hexToInt(ASH.blood), cloud: hexToInt(ASH.border), light: hexToInt(ASH.ember), bg: hexToInt(ASH.blood), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.ember), sunLight: hexToInt(ASH.ember), sunVis: 0.7 },
{ alt: 0.087, sky: hexToInt(ASH.blood), cloud: hexToInt(ASH.border), light: hexToInt(ASH.ember), bg: hexToInt(ASH.blood), cloudShadow: hexToInt(ASH.raised), sun: hexToInt(ASH.ember), sunGlare: hexToInt(ASH.ember), sunLight: hexToInt(ASH.ember), sunVis: 0.7 },
{ alt: 0.4, sky: hexToInt(ASH.steel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.steel), cloudShadow: hexToInt(ASH.steel), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 },
{ alt: Math.PI / 2, sky: hexToInt(ASH.steelLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.steelLight), cloudShadow: hexToInt(ASH.steelLight), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 }
];
// Night palette based on moon phase (0 = new, 0.5 = full, 1 = new) - Ash colors
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.raised), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
var MIN_NIGHT_BRIGHTNESS = 0.25; // minimum night brightness (even at new moon)
@@ -1584,16 +1590,18 @@ if (useVanta && typeof VANTA !== 'undefined') {
sunGlare: lerpColor(window.nightPaletteNew.sunGlare, window.nightPaletteFull.sunGlare, s),
sunLight: lerpColor(window.nightPaletteNew.sunLight, window.nightPaletteFull.sunLight, s)
};
// Pull the whole night palette down by 'darkness' (a value
// 0..1 toward pure black) so new-moon skies are visibly darker
// than day, and full-moon skies still have some colour.
// 'light' is moonlight shining ON clouds / stars — keep it
// bright. Only sky / bg / bg-adjacent get the new-moon
// darkening, and only partially (otherwise new-moon nights
// are pitch black with no cloud structure).
var darkness = 1.0 - (MIN_NIGHT_BRIGHTNESS + (1 - MIN_NIGHT_BRIGHTNESS) * s);
var shift = -Math.round(255 * darkness * 0.4);
return {
sky: shiftColor(c.sky, -Math.round(255 * darkness * 0.6)),
cloud: shiftColor(c.cloud, -Math.round(255 * darkness * 0.6)),
light: shiftColor(c.light, -Math.round(255 * darkness * 0.6)),
bg: shiftColor(c.bg, -Math.round(255 * darkness * 0.6)),
cloudShadow: c.cloudShadow,
sky: shiftColor(c.sky, shift),
cloud: c.cloud, // keep contrast vs sky
light: c.light, // moonlight stays bright
bg: shiftColor(c.bg, shift),
cloudShadow: shiftColor(c.cloudShadow, Math.round(-shift * 0.5)),
sun: c.sun,
sunGlare: c.sunGlare,
sunLight: c.sunLight
+14 -12
View File
@@ -634,8 +634,8 @@ if (useVanta && typeof VANTA !== 'undefined') {
{ alt: 0.4, sky: hexToInt(ASH.steel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.steel), cloudShadow: hexToInt(ASH.steel), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 },
{ alt: Math.PI / 2, sky: hexToInt(ASH.steelLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.steelLight), cloudShadow: hexToInt(ASH.steelLight), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 }
];
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.raised), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
window.weatherThemes = {
sunny: {
skyColor: hexToInt(ASH.steelLight),
@@ -687,8 +687,8 @@ window.sunPalettes = [
];
// Night palette based on moon phase (0 = new, 0.5 = full, 1 = new) - Ash colors
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.void), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.panel), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
window.nightPaletteNew = { sky: hexToInt(ASH.void), cloud: hexToInt(ASH.raised), light: hexToInt(ASH.stone), bg: hexToInt(ASH.void), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.stone), sunGlare: hexToInt(ASH.ash), sunLight: hexToInt(ASH.stone) };
window.nightPaletteFull = { sky: hexToInt(ASH.panel), cloud: hexToInt(ASH.border), light: hexToInt(ASH.icon), bg: hexToInt(ASH.panel), cloudShadow: hexToInt(ASH.void), sun: hexToInt(ASH.icon), sunGlare: hexToInt(ASH.mid), sunLight: hexToInt(ASH.icon) };
var MIN_NIGHT_BRIGHTNESS = 0.25; // minimum night brightness (even at new moon)
@@ -737,16 +737,18 @@ window.sunPalettes = [
sunGlare: lerpColor(window.nightPaletteNew.sunGlare, window.nightPaletteFull.sunGlare, s),
sunLight: lerpColor(window.nightPaletteNew.sunLight, window.nightPaletteFull.sunLight, s)
};
// Pull the whole night palette down by 'darkness' (a value
// 0..1 toward pure black) so new-moon skies are visibly darker
// than day, and full-moon skies still have some colour.
// 'light' is moonlight shining ON clouds / stars — keep it
// bright. Only sky / bg / bg-adjacent get the new-moon
// darkening, and only partially (otherwise new-moon nights
// are pitch black with no cloud structure).
var darkness = 1.0 - (MIN_NIGHT_BRIGHTNESS + (1 - MIN_NIGHT_BRIGHTNESS) * s);
var shift = -Math.round(255 * darkness * 0.4);
return {
sky: shiftColor(c.sky, -Math.round(255 * darkness * 0.6)),
cloud: shiftColor(c.cloud, -Math.round(255 * darkness * 0.6)),
light: shiftColor(c.light, -Math.round(255 * darkness * 0.6)),
bg: shiftColor(c.bg, -Math.round(255 * darkness * 0.6)),
cloudShadow: c.cloudShadow,
sky: shiftColor(c.sky, shift),
cloud: c.cloud, // keep contrast vs sky
light: c.light, // moonlight stays bright
bg: shiftColor(c.bg, shift),
cloudShadow: shiftColor(c.cloudShadow, Math.round(-shift * 0.5)),
sun: c.sun,
sunGlare: c.sunGlare,
sunLight: c.sunLight
+6 -3
View File
@@ -147,6 +147,7 @@ var FRAG_SRC = [
'float nightFactor = smoothstep(0.05, -0.15, uSunAlt);',
'float skyMask = smoothstep(-0.10, 0.30, rd.y);',
'float stars = starField(rd) * skyMask * nightFactor;',
// (nightFactor is also used below for the final darken pass.)',
'col = mix(col, uLight, clamp(stars, 0.0, 1.0) * 0.9);',
// Density threshold: weather 'sunny' -> high (sparse clouds),
// 'stormy' -> low (overcast deck).
@@ -169,7 +170,7 @@ var FRAG_SRC = [
'float lit = clamp((p.y + 0.3) / 2.1, 0.0, 1.0);',
'vec3 cloudCol = mix(uCloudShadow, uCloud, lit);',
// Sun tint on the lit side, fades at night
'cloudCol = mix(cloudCol, uLight, uDayProgress * 0.35 * lit);',
'cloudCol = mix(cloudCol, uLight, max(0.15, uDayProgress) * 0.35 * lit);',
'float alpha = clamp(d * stepSize * 0.9, 0.0, 1.0);',
'col = mix(col, cloudCol, alpha * trans);',
'trans *= (1.0 - alpha);',
@@ -177,8 +178,10 @@ var FRAG_SRC = [
'}',
't += stepSize;',
'}',
// Night darkening
'col = mix(col, mix(uBg, col, 0.4), (1.0 - uDayProgress) * 0.55);',
// Night darkening — driven by sun altitude, not uDayProgress
// (uDayProgress is the 0..1 clock progress through 24h, which
// is not the same as 'is it night').
'col = mix(col, mix(uBg, col, 0.4), nightFactor * 0.45);',
'gl_FragColor = vec4(col, 1.0);',
'}'
].join('\n');