docs: update performance and cloud configuration
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background-standalone.html
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Screenshot*.png
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@@ -7,9 +7,10 @@ dropped into an iframe or kiosk browser and left running.
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## Features
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- **WebGL flight scene** (`vendor/clouds3d.js`): a 3D terrain mesh built from
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real elevation data (Copernicus DEM), a raymarched volumetric cloud deck,
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optional round-world curvature, and a figure-eight flight path around the
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configured location with a vertical bob inside the 15-35 km flight band.
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real elevation data (Copernicus DEM), a raymarched volumetric cloud deck with
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soft layer edges and adaptive march length, optional round-world curvature,
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and a figure-eight flight path around the configured location with a vertical
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bob inside the 15-35 km flight band.
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- **One physical light model** shared by sky, clouds, contrails, aircraft and
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ground: direct beam through a Kasten-Young air mass with Rayleigh, ozone and
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aerosol extinction, diffuse skylight, moonlight, a starlight floor and aerial
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@@ -129,13 +130,13 @@ flowchart TD
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F --> G[Sky pass: gradient, stars, Milky Way, sun, moon]
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G --> H[Star catalogue points]
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H --> I[Planet points]
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G --> J[Terrain distance pass]
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G --> J[Terrain distance pass, only when needed]
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J --> K[Terrain mesh pass]
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K --> L[City lights]
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L --> M[Car lights]
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M --> N[Optional atmosphere model]
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N --> O[Front haze]
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O --> P[Cloud raymarch]
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O --> P[Cloud raymarch, soft edges and adaptive march]
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P --> Q[Aircraft]
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Q --> R[Contrails]
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```
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@@ -252,14 +253,14 @@ Groups:
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| --- | --- |
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| `theme`, `language`, `timeFormat`, `units`, `credits` | palette, UI language, clock format, °C/°F, attribution line |
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| `debug` | debug panel (weather, shader counters, theme palette and lighting) |
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| `renderScale`, `maxFps` | internal 3D resolution and frame cap |
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| `renderScale`, `antialias`, `maxFps`, `performance` | internal 3D resolution, MSAA, frame cap and adaptive cloud-march quality |
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| `location` | `lat`/`lon` (+ optional `label`) - everything geographic |
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| `weatherSim`, `weatherSimInterval` | ignore the API and cycle the weather looks |
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| `tiles` | basemap re-fetch interval (`expireDays`), tile-border debug overlay |
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| `ground.style` | `'satellite'` (ESRI World_Imagery) or `'streets'` (ESRI World_Street_Map) |
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| `orbit` | figure-eight path, `radiusKm`, direction, reorientation, `altBob` |
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| `fog.distanceKm` | distance haze (0/false = off) |
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| `clouds` | deck height (`top`/`bottom` in world units), `density` per weather level, and `wind` motion from Open-Meteo |
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| `clouds` | deck height (`top`/`bottom` in world units), `density` per weather level, `wind` motion, soft edge/horizon fading, `maxMarchUnits` and `terrainOcclusion` |
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| `flights` | aircraft count, altitudes, speeds, destination weights, contrails, night strobes |
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| `terrain` | DEM mesh, `exaggeration`, edge fade/skirt, `outerDem`, `carLights`, `cityLights`, `wireframe` |
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| `carLights` | road width, light sizes, lane separation, traffic range/fade, `trafficSide`, spacing, speed, density, brightness |
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@@ -280,6 +281,35 @@ Groups:
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(`y ≈ 1.16-2.70`). Cloud deck heights, fog distance and orbit radius are all
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expressed in these units or in km where noted.
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### Performance
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`CONFIG.performance` controls adaptive cloud raymarching:
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```javascript
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performance: {
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adaptiveCloudMarch: true,
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lowFps: 24,
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highFps: 35,
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minCloudMarchUnits: 45
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}
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```
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When the debug FPS drops below `lowFps`, the cloud march is shortened. When it
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stays above `highFps`, the march is restored toward `CONFIG.clouds.maxMarchUnits`.
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Other main performance knobs:
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- `renderScale`: lower internal 3D resolution.
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- `antialias: false`: disables MSAA.
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- `maxFps`: caps the animation loop.
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- `clouds.maxMarchUnits`: maximum cloud raymarch length.
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- `clouds.softEdges`, `edgeSoftness`, `horizonSoftness`: soft cloud edges;
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disabling `softEdges` restores the old hard shell behaviour.
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- `atmosphere.cloudShadows` and `atmosphere.terrainShadows`: disable if the
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scene is GPU-bound.
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- `flights.count`, `flights.contrailChance`, `carLights.density`,
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`emergencyVehicles.count`: reduce scene-object density.
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### Themes and theme lighting
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A theme is a stylesheet plus an optional lighting block:
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