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fix(sky): keep the Milky Way out of model lighting, test the sky wiring
Scene reads skyBox._cubeMap as the environment map that lights models, in the TEME, flipY layout of Cesium's own sky box; the ICRF Milky Way would light them rotated. Rename the field so models keep Cesium's default. Test the anime fade on a real StarrySky and that the viewer gets the sky as an option (skyBox: false would drop the Sun and Moon). Correct three comments on the star limit and the Milky Way levels. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -31,7 +31,9 @@
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* celestial pole — rotating each direction into galactic coordinates
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* with the IAU J2000 matrix.
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* 6. Map the median sky to black, easing in with a soft knee, and the
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* brightest 0.01 % to white (on luminance, keeping each pixel's hue),
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* brightest 0.01 % to about 97 % white, the knee's offset there (both
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* levels taken before the faint-glow blend; on luminance, keeping each
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* pixel's hue),
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* encode with gamma 1/2.2 and ±0.5 LSB dither against banding; WebP.
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*
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* Usage:
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@@ -373,6 +375,8 @@ async function main() {
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for (const plane of planes) blurPlane(plane, width, height, sigmaPx);
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for (const plane of wide)
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blurPlane(plane, width, height, (FAINT_BLUR_DEG / 180) * height);
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// Levels from the fine blur, so the blend weight and the output share
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// them; the blend moves the median only in the faint sky it smooths.
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const black = luminancePercentile(planes, BLACK_PERCENTILE);
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const white = luminancePercentile(planes, WHITE_PERCENTILE);
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blendByBrightness(planes, wide, (luminance) =>
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