From cf9999a9193379dc7437c20c68eb071e53c3c78a Mon Sep 17 00:00:00 2001 From: Richard Zink Date: Wed, 7 Oct 2026 19:28:57 +0200 Subject: [PATCH] Bright daytime sky: use blue/blue-light instead of steel Ash palette has only muted grays as 'blue' (steel, steelLight). Switched day entries + sunny/cloudy weather themes to use the brighter blue and blue-light swatches so a clear midday reads as a bright sky rather than a gray wash. - sunPalettes[4] (sunAlt 0.4): sky/bg steel -> blue - sunPalettes[5] (zenith): sky/bg steelLight -> blueLight - weatherThemes.sunny: sky steelLight -> blueLight, bg mid -> bone - weatherThemes.cloudy: sky steel -> blue --- background.html | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/background.html b/background.html index 12b7f58..072221b 100644 --- a/background.html +++ b/background.html @@ -631,21 +631,21 @@ if (useVanta && typeof VANTA !== 'undefined') { { 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: 0.087, 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 } + { alt: 0.4, sky: hexToInt(ASH.blue), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.blue), 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.blueLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.blueLight), cloudShadow: hexToInt(ASH.blue), sun: hexToInt(ASH.chalk), sunGlare: hexToInt(ASH.bone), sunLight: hexToInt(ASH.chalk), sunVis: 1 } ]; 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), + skyColor: hexToInt(ASH.blueLight), cloudColor: hexToInt(ASH.stone), lightColor: hexToInt(ASH.chalk), - backgroundColor: hexToInt(ASH.mid), + backgroundColor: hexToInt(ASH.bone), speed: 1.0 }, cloudy: { - skyColor: hexToInt(ASH.steel), + skyColor: hexToInt(ASH.blue), cloudColor: hexToInt(ASH.mid), lightColor: hexToInt(ASH.bone), backgroundColor: hexToInt(ASH.border), @@ -682,8 +682,8 @@ window.sunPalettes = [ { 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: 0.087, 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 } + { alt: 0.4, sky: hexToInt(ASH.blue), cloud: hexToInt(ASH.border), light: hexToInt(ASH.bone), bg: hexToInt(ASH.blue), 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.blueLight), cloud: hexToInt(ASH.border), light: hexToInt(ASH.chalk), bg: hexToInt(ASH.blueLight), cloudShadow: hexToInt(ASH.blue), 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 @@ -1337,14 +1337,14 @@ if (moonTimes.set) { window.weatherThemes = { sunny: { - skyColor: hexToInt(ASH.steelLight), + skyColor: hexToInt(ASH.blueLight), cloudColor: hexToInt(ASH.stone), lightColor: hexToInt(ASH.chalk), - backgroundColor: hexToInt(ASH.mid), + backgroundColor: hexToInt(ASH.bone), speed: 1.0 }, cloudy: { - skyColor: hexToInt(ASH.steel), + skyColor: hexToInt(ASH.blue), cloudColor: hexToInt(ASH.mid), lightColor: hexToInt(ASH.bone), backgroundColor: hexToInt(ASH.border),