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
This commit is contained in:
Richard Zink committed 2026-10-07 19:28:57 +02:00
1 parent 673ed6cf0f
commit cf9999a919
1 file changed
+10 -10
+10 -10
View File
@@ -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: -0.087, 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: 0.0, 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: 0.087, 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: 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.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: 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.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.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 = { window.weatherThemes = {
sunny: { sunny: {
skyColor: hexToInt(ASH.steelLight), skyColor: hexToInt(ASH.blueLight),
cloudColor: hexToInt(ASH.stone), cloudColor: hexToInt(ASH.stone),
lightColor: hexToInt(ASH.chalk), lightColor: hexToInt(ASH.chalk),
backgroundColor: hexToInt(ASH.mid), backgroundColor: hexToInt(ASH.bone),
speed: 1.0 speed: 1.0
}, },
cloudy: { cloudy: {
skyColor: hexToInt(ASH.steel), skyColor: hexToInt(ASH.blue),
cloudColor: hexToInt(ASH.mid), cloudColor: hexToInt(ASH.mid),
lightColor: hexToInt(ASH.bone), lightColor: hexToInt(ASH.bone),
backgroundColor: hexToInt(ASH.border), 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: -0.087, 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: 0.0, 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: 0.087, 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: 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.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: 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 // Night palette based on moon phase (0 = new, 0.5 = full, 1 = new) - Ash colors
@@ -1337,14 +1337,14 @@ if (moonTimes.set) {
window.weatherThemes = { window.weatherThemes = {
sunny: { sunny: {
skyColor: hexToInt(ASH.steelLight), skyColor: hexToInt(ASH.blueLight),
cloudColor: hexToInt(ASH.stone), cloudColor: hexToInt(ASH.stone),
lightColor: hexToInt(ASH.chalk), lightColor: hexToInt(ASH.chalk),
backgroundColor: hexToInt(ASH.mid), backgroundColor: hexToInt(ASH.bone),
speed: 1.0 speed: 1.0
}, },
cloudy: { cloudy: {
skyColor: hexToInt(ASH.steel), skyColor: hexToInt(ASH.blue),
cloudColor: hexToInt(ASH.mid), cloudColor: hexToInt(ASH.mid),
lightColor: hexToInt(ASH.bone), lightColor: hexToInt(ASH.bone),
backgroundColor: hexToInt(ASH.border), backgroundColor: hexToInt(ASH.border),