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fix(sky): keep the Sun and Moon, settle outside the ICRF tables
- Pass the custom sky box to the Viewer instead of `skyBox: false`, which also stopped CesiumWidget from creating the Sun and the Moon. Guarded by scripts/qa-sky-sun-moon.mjs. - Outside the IAU 2006 tables (before 1975, after ~2050) the preload resolves without data; remember that span and stay on TEME instead of preloading and rendering every frame. - The anime style no longer cel-shades the far plane, where four bands turned the faint Milky Way into blotches. - Paint the planets out after the star-removing opening and with the ring median, so no brighter plateau is left; faces rebuilt. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -12,6 +12,7 @@ export const animeShader = {
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},
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fragmentShader: /* glsl */ `
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uniform sampler2D colorTexture;
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uniform sampler2D depthTexture;
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uniform vec2 colorTextureDimensions;
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uniform float intensity;
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uniform float saturation;
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@@ -38,9 +39,12 @@ export const animeShader = {
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vec2 texel = 1.0 / colorTextureDimensions;
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vec4 color = texture(colorTexture, uv);
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// Cel-shade: quantize luminance into bands
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// Cel-shade: quantize luminance into bands. Not the far plane: four
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// bands turn the faint Milky Way behind the globe into blotches. Its
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// packed depth reads a few 1e-7 short of 1.0.
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float luma = dot(color.rgb, vec3(0.299, 0.587, 0.114));
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float bands = mix(256.0, 4.0, intensity);
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bool space = czm_readDepth(depthTexture, uv) > 0.99999;
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float bands = space ? 256.0 : mix(256.0, 4.0, intensity);
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float celLuma = floor(luma * bands + 0.5) / bands;
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float lumaScale = (luma > 0.001) ? celLuma / luma : 1.0;
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vec3 celColor = color.rgb * lumaScale;
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