auto-git:
[change] src/app/App.tsx [change] src/document/migrate-scene-document.ts [change] src/document/scene-document-validation.ts [change] src/rendering/world-background-renderer.ts [change] src/rendering/world-shader-sky.ts [change] tests/domain/scene-document-validation.test.ts
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@@ -904,14 +904,11 @@ function applyShaderSkyStateToMaterial(
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material.uniforms.uAuroraHeight.value = state.aurora.height;
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material.uniforms.uAuroraThickness.value = state.aurora.thickness;
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material.uniforms.uAuroraSpeed.value = state.aurora.speed;
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material.uniforms.uAuroraPrimaryColor.value.set(
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state.aurora.primaryColorHex
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);
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material.uniforms.uAuroraPrimaryColor.value.set(state.aurora.primaryColorHex);
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material.uniforms.uAuroraSecondaryColor.value.set(
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state.aurora.secondaryColorHex
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);
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material.uniforms.uAuroraRotationRadians.value =
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state.aurora.rotationRadians;
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material.uniforms.uAuroraRotationRadians.value = state.aurora.rotationRadians;
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material.uniforms.uAuroraTimeHours.value = state.aurora.timeHours;
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}
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@@ -315,11 +315,10 @@ export function resolveWorldShaderSkyRenderState(
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const starVisibility =
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clamp(phaseWeights.night + twilightFactor * 0.45, 0, 1) *
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clamp(1 - resolvedWorld.daylightFactor * 0.85, 0, 1);
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const auroraVisibility =
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world.shaderSky.aurora.enabled
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? clamp(phaseWeights.night + twilightFactor * 0.32, 0, 1) *
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clamp(1 - resolvedWorld.daylightFactor * 1.15, 0, 1)
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: 0;
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const auroraVisibility = world.shaderSky.aurora.enabled
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? clamp(phaseWeights.night + twilightFactor * 0.32, 0, 1) *
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clamp(1 - resolvedWorld.daylightFactor * 1.15, 0, 1)
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: 0;
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const cloudDriftDirectionRadians =
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(world.shaderSky.clouds.driftDirectionDegrees * Math.PI) / 180;
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const cloudDriftDistance =
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