Files
gods-eye-view/src/styles/anime.js
T
German KhokhlovandClaude Opus 5.5 fb81e155b7 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]>
2026-10-19 19:43:25 +04:00

77 lines
3.0 KiB
JavaScript

import { msg } from '../i18n/index.js';
/**
* Anime / Studio Ghibli Style — Cel-shading + Saturation boost
* Transforms the world into an animated film look
*/
export const animeShader = {
name: 'anime',
uniforms: {
saturation: { default: 1.0, min: 0, max: 2, label: msg('Saturation') },
edgeThick: { default: 0.5, min: 0, max: 1, label: msg('Edge Thickness') },
},
fragmentShader: /* glsl */ `
uniform sampler2D colorTexture;
uniform sampler2D depthTexture;
uniform vec2 colorTextureDimensions;
uniform float intensity;
uniform float saturation;
uniform float edgeThick;
in vec2 v_textureCoordinates;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
vec2 uv = v_textureCoordinates;
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.
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 celLuma = floor(luma * bands + 0.5) / bands;
float lumaScale = (luma > 0.001) ? celLuma / luma : 1.0;
vec3 celColor = color.rgb * lumaScale;
// Boost saturation for vibrant anime look (driven by saturation uniform)
vec3 hsv = rgb2hsv(celColor);
hsv.y = min(hsv.y * (1.0 + 0.6 * intensity * saturation), 1.0);
hsv.z = min(hsv.z * (1.0 + 0.1 * intensity), 1.0);
vec3 saturated = hsv2rgb(hsv);
// Soft edge detection for outlines
vec4 left = texture(colorTexture, uv + vec2(-texel.x, 0.0));
vec4 right = texture(colorTexture, uv + vec2( texel.x, 0.0));
vec4 up = texture(colorTexture, uv + vec2(0.0, texel.y));
vec4 down = texture(colorTexture, uv + vec2(0.0, -texel.y));
float edgeH = length(right.rgb - left.rgb);
float edgeV = length(up.rgb - down.rgb);
float edge = sqrt(edgeH * edgeH + edgeV * edgeV);
float outline = 1.0 - smoothstep(0.05, mix(0.35, 0.1, edgeThick), edge) * 0.6 * intensity;
// Warm color shift (Ghibli palette tends warm)
vec3 warmShift = saturated * vec3(1.02, 1.0, 0.95);
vec3 result = warmShift * outline;
out_FragColor = vec4(mix(color.rgb, result, intensity), color.a);
}
`,
};