physical lighting, volumetric clouds, terrain shadows, pixel-art render scale
- atmosphere: physical terrain lighting (air mass, Rayleigh beam colour, skylight, moon, starlight floor), aerial perspective for terrain and cloud deck, configurable haze/albedo/ambient gains - clouds: march the deck in height instead of ray distance, IGN dither (no per-frame flicker), per-step height jitter, 4-octave fbm renormalised, softer density threshold, distance softening as a procedural mip, grazing path clamp, cloud shadows on the ground (cloudShadowDensity/ Floor/Ambient) and cloud haze factor - terrain: self-shadows from the elevation field (penumbra + shadow floor), soft mosaic rim (edgeFadeTiles), east/west axis corrected (+X = west) - lights: per-object twilight switching for cars, city dots and ground blocks - flights: contrail width 620 m, fade to zero by contrailFadeKm, aircraft size decoupled from trail width, count halved - render: CONFIG.renderScale with integer upscale + image-rendering: pixelated - data: nginx overpass proxy + cache, per-mirror cooldown ladder, ring-based cell ordering (disc fills evenly), settlements fetched before roads, interim chain persistence, two worker lanes (car/city) with progress logs - removed: NASA VIIRS night-lights layer (fetch, canvas, texture, uniforms)
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proxy_cache_path /var/cache/nginx/overpass levels=1:2 keys_zone=overpass:20m max_size=2g inactive=30d use_temp_path=off;
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