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
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@@ -631,21 +631,21 @@ if (useVanta && typeof VANTA !== 'undefined') {
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 }
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{ 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 },
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{ 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 }
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];
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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) };
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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) };
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window.weatherThemes = {
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sunny: {
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skyColor: hexToInt(ASH.steelLight),
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skyColor: hexToInt(ASH.blueLight),
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cloudColor: hexToInt(ASH.stone),
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lightColor: hexToInt(ASH.chalk),
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backgroundColor: hexToInt(ASH.mid),
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backgroundColor: hexToInt(ASH.bone),
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speed: 1.0
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},
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cloudy: {
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skyColor: hexToInt(ASH.steel),
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skyColor: hexToInt(ASH.blue),
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cloudColor: hexToInt(ASH.mid),
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lightColor: hexToInt(ASH.bone),
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backgroundColor: hexToInt(ASH.border),
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@@ -682,8 +682,8 @@ window.sunPalettes = [
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 }
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{ 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 },
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{ 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 }
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];
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// Night palette based on moon phase (0 = new, 0.5 = full, 1 = new) - Ash colors
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@@ -1337,14 +1337,14 @@ if (moonTimes.set) {
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window.weatherThemes = {
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sunny: {
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skyColor: hexToInt(ASH.steelLight),
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skyColor: hexToInt(ASH.blueLight),
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cloudColor: hexToInt(ASH.stone),
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lightColor: hexToInt(ASH.chalk),
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backgroundColor: hexToInt(ASH.mid),
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backgroundColor: hexToInt(ASH.bone),
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speed: 1.0
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},
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cloudy: {
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skyColor: hexToInt(ASH.steel),
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skyColor: hexToInt(ASH.blue),
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cloudColor: hexToInt(ASH.mid),
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lightColor: hexToInt(ASH.bone),
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backgroundColor: hexToInt(ASH.border),
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