fix(anime): fade the Milky Way out instead of masking the sky by depth

The far-plane mask in the anime shader read the post-process depth, which
cannot tell the sky from far geometry: with a layer that clamps the near
plane to 0.1 m (satellites) the whole Earth lost its cel bands, keyless
terrain above the ellipsoid horizon did too, and the atmosphere, Sun and
Moon stopped banding.

Restore the anime shader from main and fade the Milky Way glow with the
style instead: VisualEffects sets skyBox.milkyWayVisibility to
1 - anime intensity. scripts/qa-anime-space-mask.mjs checks all three
cases headless and that the anime sky shows no bands.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
German KhokhlovandClaude Opus 5.5 committed 2026-10-19 22:27:28 +04:00
1 parent adeee12209
commit e652e50d5c
6 files changed
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@@ -0,0 +1,310 @@
// Repro for revmain-opus-1 (+ revmain-opus-6, + a guard for the fix).
// Anime exempts "space" pixels from cel-shading (src/styles/anime.js). This
// script compiles the CURRENT anime fragment shader from the checkout with its
// last line swapped for a debug output (R = pixel exempt from quantization,
// G = raw depth 1.0), runs it as an extra post-process stage in the running app
// (headless) and counts misclassified pixels.
//
// Cases:
// satellites whole globe from 20 000 km with the satellites layer on
// (near clamps to 0.1 m): Earth pixels must NOT be exempt. [revmain-opus-1]
// keyless keyless stack, Denver 1700 m looking west: terrain above the
// ellipsoid horizon must NOT be exempt. [revmain-opus-6]
// milkyway the real anime style, looking away from the Earth at the
// Galactic Centre: the sky must show no cel bands (the faint
// glow used to turn into blotches; the glow now fades out
// with the style, src/ui/visualEffects.js).
//
// Usage: node scripts/qa-anime-space-mask.mjs --url http://localhost:4333/ [--case satellites|keyless|milkyway|all]
// [--space-expr "<GLSL bool expression>"] (try a candidate fix without editing anime.js)
// Exit: 0 all pass, 1 a case failed, 2 a scenario was not reached.
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const opt = (name, fallback) => {
const i = process.argv.indexOf(`--${name}`);
return i > 0 && process.argv[i + 1] ? process.argv[i + 1] : fallback;
};
const ROOT = path.resolve(opt('repo', process.cwd()));
const URL_ = opt('url', 'http://localhost:4333/');
const CASES =
opt('case', 'all') === 'all'
? ['satellites', 'keyless', 'milkyway']
: [opt('case')];
const SPACE_EXPR = opt('space-expr');
// Run from the repository root, or pass --repo.
const { default: puppeteer } = await import(
path.join(ROOT, 'node_modules/puppeteer/lib/puppeteer/puppeteer.js')
);
let fs = readFileSync(path.join(ROOT, 'src/styles/anime.js'), 'utf8');
fs = fs
.slice(fs.indexOf('/* glsl */ `') + 12, fs.lastIndexOf('`'))
.replace('uniform float intensity;', 'const float intensity = 1.0;')
.replace('uniform float saturation;', 'const float saturation = 1.0;')
.replace('uniform float edgeThick;', 'const float edgeThick = 0.5;');
if (!/uniform\s+sampler2D\s+depthTexture/.test(fs))
fs = fs.replace(
'uniform sampler2D colorTexture;',
'uniform sampler2D colorTexture;\n uniform sampler2D depthTexture;',
);
if (SPACE_EXPR) {
const m = fs.match(/bool space = ([^;]+);/);
if (!m) throw new Error('--space-expr: no `bool space = …;` in anime.js');
fs = fs.replace(m[0], `bool space = ${SPACE_EXPR};`);
}
if (!/float bands\b/.test(fs))
throw new Error(
'anime.js has no `bands` variable: adapt the debug line of this script',
);
fs = fs
.replace(
/out_FragColor = [^;]+;\s*}\s*$/,
`out_FragColor = mode < 0.5 ? texture(colorTexture, uv)
: vec4(bands > 255.0 ? 1.0 : 0.0, texture(depthTexture, uv).r >= 1.0 ? 1.0 : 0.0, 0.0, 1.0);
}`,
)
.replace('void main()', 'uniform float mode;\n void main()');
const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
const browser = await puppeteer.launch({
headless: 'new',
args: ['--no-sandbox', '--ignore-gpu-blocklist'],
});
let failed = false,
unreached = false;
try {
const page = await browser.newPage();
page.on('pageerror', (e) => console.log('PAGEERR', String(e).slice(0, 300)));
await page.setViewport({ width: 1000, height: 700 });
await page.evaluateOnNewDocument(() =>
localStorage.setItem('gev:first-run-mission:v1', 'suppressed'),
);
await page.goto(URL_, { waitUntil: 'domcontentloaded' });
await page.waitForFunction(() => window.__godsEyeView?.viewer?.scene, {
timeout: 120000,
});
await sleep(12000);
await page.evaluate(async (fs) => {
const entry = performance
.getEntriesByType('resource')
.map((e) => e.name)
.find((n) => /\.vite\/deps\/cesium\.js/.test(n));
if (!entry)
throw new Error(
'run against the Vite dev server (needs .vite/deps/cesium.js)',
);
const C = (window.__C = await import(entry));
window.__dbg = window.__godsEyeView.viewer.scene.postProcessStages.add(
new C.PostProcessStage({ fragmentShader: fs, uniforms: { mode: 1 } }),
);
}, fs);
const setView = (v) =>
page.evaluate((v) => {
const C = window.__C,
s = window.__godsEyeView.viewer.scene;
s.camera.cancelFlight();
s.camera.setView({
destination: C.Cartesian3.fromDegrees(v.lon, v.lat, v.h),
orientation: {
heading: C.Math.toRadians(v.heading ?? 0),
pitch: C.Math.toRadians(v.pitch),
roll: 0,
},
});
s.requestRender();
}, v);
// returns per-pixel {exempt, raw1, ground?} counts
const measure = (truth) =>
page.evaluate((truth) => {
const s = window.__godsEyeView.viewer.scene;
const read = () => {
s.requestRender();
s.render();
const gl = s.context._gl,
w = gl.drawingBufferWidth,
h = gl.drawingBufferHeight,
px = new Uint8Array(w * h * 4);
gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, px);
return px;
};
window.__dbg.uniforms.mode = 1;
const px = read();
let g;
if (truth) {
const keep = [s.skyAtmosphere, s.skyBox, s.sun, s.moon].map(
(o) => o && o.show,
);
[s.skyAtmosphere, s.skyBox, s.sun, s.moon].forEach(
(o) => o && (o.show = false),
);
window.__dbg.uniforms.mode = 0;
g = read();
[s.skyAtmosphere, s.skyBox, s.sun, s.moon].forEach(
(o, i) => o && (o.show = keep[i]),
);
window.__dbg.uniforms.mode = 1;
}
const r = {
total: px.length / 4,
near: s._view.frustumCommandsList[0]?.near ?? null,
frusta: s._view.frustumCommandsList.length,
geom: 0,
geomExempt: 0,
raw1: 0,
raw1Exempt: 0,
ground: 0,
groundRaw1: 0,
groundExempt: 0,
clearGlobeDepth: s._environmentState.clearGlobeDepth,
};
for (let i = 0; i < px.length; i += 4) {
const ex = px[i] > 127,
raw1 = px[i + 1] > 127;
if (raw1) {
r.raw1++;
if (ex) r.raw1Exempt++;
} else {
r.geom++;
if (ex) r.geomExempt++;
}
if (g && g[i] + g[i + 1] + g[i + 2] > 6) {
r.ground++;
if (raw1) r.groundRaw1++;
if (ex) r.groundExempt++;
}
}
return r;
}, truth);
const verdict = (name, ok, reached, msg, r) => {
const tag = !reached ? 'UNREACHED' : ok ? 'PASS' : 'FAIL';
if (!reached) unreached = true;
else if (!ok) failed = true;
console.log(`${tag} ${name}: ${msg}\n ${JSON.stringify(r)}`);
};
for (const c of CASES) {
if (c === 'satellites') {
await page.evaluate(() =>
window.__godsEyeView.dataManager.setEnabled('satellites', true, {
origin: 'user',
}),
);
await sleep(20000);
await setView({ lon: 10, lat: 20, h: 2.0e7, pitch: -90 });
await sleep(5000);
const r = await measure(false);
verdict(
'satellites',
r.geomExempt <= 0.01 * r.geom,
r.frusta > 0 && r.near !== null && r.near < 1 && r.geom > 50000,
`${r.geomExempt} of ${r.geom} Earth pixels exempt from cel-shading (near ${r.near} m)`,
r,
);
await page.evaluate(() =>
window.__godsEyeView.dataManager.setEnabled('satellites', false, {
origin: 'user',
}),
);
await sleep(5000);
} else if (c === 'keyless') {
await setView({
lon: -104.99,
lat: 39.74,
h: 1700,
heading: 270,
pitch: 0,
});
await sleep(25000);
const r = await measure(true);
verdict(
'keyless',
r.groundExempt <= 0.01 * r.ground,
r.clearGlobeDepth && r.groundRaw1 > 1000,
`${r.groundExempt} of ${r.ground} terrain pixels exempt (${r.groundRaw1} terrain pixels have raw depth 1.0)`,
r,
);
} else if (c === 'milkyway') {
const r = await page.evaluate(async () => {
const C = window.__C,
g = window.__godsEyeView,
v = g.viewer,
s = v.scene;
window.__dbg.enabled = false;
g.styleManager.setStyle('anime', { userInitiated: true });
const t = v.clock.currentTime;
await C.Transforms.preloadIcrfFixed(
new C.TimeInterval({
start: C.JulianDate.addDays(t, -1, new C.JulianDate()),
stop: C.JulianDate.addDays(t, 1, new C.JulianDate()),
}),
);
const m = C.Transforms.computeIcrfToFixedMatrix(t);
const ra = C.Math.toRadians(266.4),
dec = C.Math.toRadians(-29);
const look = C.Matrix3.multiplyByVector(
m,
new C.Cartesian3(
Math.cos(dec) * Math.cos(ra),
Math.cos(dec) * Math.sin(ra),
Math.sin(dec),
),
new C.Cartesian3(),
);
const north = C.Matrix3.multiplyByVector(
m,
C.Cartesian3.UNIT_Z,
new C.Cartesian3(),
);
const right = C.Cartesian3.normalize(
C.Cartesian3.cross(look, north, new C.Cartesian3()),
new C.Cartesian3(),
);
s.camera.cancelFlight();
s.camera.setView({
destination: C.Cartesian3.multiplyByScalar(
look,
3e7,
new C.Cartesian3(),
),
orientation: {
direction: look,
up: C.Cartesian3.cross(right, look, new C.Cartesian3()),
},
});
await new Promise((res) => setTimeout(res, 2500));
s.requestRender();
s.render();
const gl = s.context._gl,
w = gl.drawingBufferWidth,
h = gl.drawingBufferHeight,
px = new Uint8Array(w * h * 4);
gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, px);
let banded = 0;
for (let i = 0; i < px.length; i += 4)
if (0.299 * px[i] + 0.587 * px[i + 1] + 0.114 * px[i + 2] >= 51)
banded++;
const out = {
total: px.length / 4,
banded,
visibility: s.skyBox.milkyWayVisibility,
anime: g.styleManager.currentStyle ?? null,
};
g.styleManager.setStyle('normal', { userInitiated: true });
window.__dbg.enabled = true;
return out;
});
verdict(
'milkyway',
r.banded <= 0.005 * r.total,
r.total > 0,
`${r.banded} of ${r.total} sky pixels at or above the first cel band (luma >= 0.2)`,
r,
);
}
}
} finally {
await browser.close();
}
process.exitCode = failed ? 1 : unreached ? 2 : 0;
+3 -1
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@@ -167,6 +167,8 @@ export class StarrySky {
/** Matches `SkyBox#show`. */
this.show = true;
this.milkyWayIntensity = MILKY_WAY_INTENSITY;
/** 0..1 multiplier a style sets to hide the glow (see visualEffects.js). */
this.milkyWayVisibility = 1;
this.starIntensity = STAR_INTENSITY;
this._requestRender = requestRender;
this._rotation = Cesium.Matrix3.clone(Cesium.Matrix3.IDENTITY);
@@ -190,7 +192,7 @@ export class StarrySky {
this._milkyWayUniforms = {
...uniforms,
u_milkyWay: () => this._cubeMap,
u_intensity: () => this.milkyWayIntensity,
u_intensity: () => this.milkyWayIntensity * this.milkyWayVisibility,
};
this._starUniforms = {
...uniforms,
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@@ -2,6 +2,7 @@ import test from 'node:test';
import assert from 'node:assert/strict';
import * as Cesium from 'cesium';
import {
MILKY_WAY_INTENSITY,
STARRY_SKY_CESIUM_VERSION,
SKY_ROTATION_EPSILON_SECONDS,
StarrySky,
@@ -9,6 +10,9 @@ import {
isSkyRotationCurrent,
} from './starrySky.js';
const close = (actual, expected, epsilon = 1e-9) =>
assert.ok(Math.abs(actual - expected) <= epsilon, `${actual} vs ${expected}`);
test('the sky-box adapter was validated against this engine version', () => {
assert.equal(
Cesium.VERSION,
@@ -115,3 +119,11 @@ for (const iso of ['1970-01-01T00:00:00Z', '2060-01-01T00:00:00Z']) {
}
});
}
test('the Milky Way glow scales with its visibility, for styles that hide it', () => {
const sky = new StarrySky({ requestRender: () => {} });
close(sky._milkyWayUniforms.u_intensity(), MILKY_WAY_INTENSITY);
sky.milkyWayVisibility = 0;
assert.equal(sky._milkyWayUniforms.u_intensity(), 0);
sky.destroy();
});
+2 -6
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@@ -12,7 +12,6 @@ export const animeShader = {
},
fragmentShader: /* glsl */ `
uniform sampler2D colorTexture;
uniform sampler2D depthTexture;
uniform vec2 colorTextureDimensions;
uniform float intensity;
uniform float saturation;
@@ -39,12 +38,9 @@ export const animeShader = {
vec2 texel = 1.0 / colorTextureDimensions;
vec4 color = texture(colorTexture, uv);
// Cel-shade: quantize luminance into bands. Not the far plane: four
// bands turn the faint Milky Way behind the globe into blotches. Its
// packed depth reads a few 1e-7 short of 1.0.
// Cel-shade: quantize luminance into bands
float luma = dot(color.rgb, vec3(0.299, 0.587, 0.114));
bool space = czm_readDepth(depthTexture, uv) > 0.99999;
float bands = space ? 256.0 : mix(256.0, 4.0, intensity);
float bands = mix(256.0, 4.0, intensity);
float celLuma = floor(luma * bands + 0.5) / bands;
float lumaScale = (luma > 0.001) ? celLuma / luma : 1.0;
vec3 celColor = color.rgb * lumaScale;
+9
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@@ -112,6 +112,15 @@ export class VisualEffects {
if (this.stopped || !stage) return;
stage.uniforms.intensity = value;
stage.enabled = value > 0.001;
// Anime's four luminance bands turn the faint Milky Way into blotches, and
// a post-process cannot tell the sky from far geometry reliably (near
// plane clamps, keyless terrain above the ellipsoid horizon): fade the
// glow out with the style instead. Stars survive as banded points.
if (stage === this.stages.anime) {
const sky = this.viewer.scene?.skyBox;
if (sky && 'milkyWayVisibility' in sky)
sky.milkyWayVisibility = 1 - value;
}
if (stage.enabled && stage.uniforms.time !== undefined)
this.startAnimationLoop();
this.requestRender('style-stage');
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@@ -158,6 +158,27 @@ test('direct Cockpit intensity writes are reconciled before rendering', () => {
f.effects.destroy();
});
test('the anime stage fades the Milky Way out with its own intensity', () => {
const f = fixture();
const sky = { milkyWayVisibility: 1 };
f.effects.viewer.scene.skyBox = sky;
f.effects.initStyles();
f.effects.setStageIntensity(f.effects.stages.thermal, 1);
assert.equal(sky.milkyWayVisibility, 1, 'other styles keep the glow');
f.effects.setStageIntensity(f.effects.stages.anime, 0.25);
assert.equal(sky.milkyWayVisibility, 0.75);
f.effects.setStageIntensity(f.effects.stages.anime, 1);
assert.equal(sky.milkyWayVisibility, 0);
f.effects.setStageIntensity(f.effects.stages.anime, 0);
assert.equal(sky.milkyWayVisibility, 1);
// A sky box without the knob (Cesium's own) is left alone.
const plain = {};
f.effects.viewer.scene.skyBox = plain;
f.effects.setStageIntensity(f.effects.stages.anime, 1);
assert.deepEqual(plain, {});
f.effects.destroy();
});
test('bloom retains its dead zone, normalized intensity and independent toggle', () => {
const f = fixture();
f.effects.initPostProcess();