auto-git:
[change] src/rendering/world-background-renderer.ts
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@@ -983,88 +983,6 @@ export class WorldBackgroundRenderer {
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mesh.visible = true;
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}
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private syncShaderSkyState(state: WorldShaderSkyRenderState | null) {
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if (state === null) {
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this.shaderSkyMaterial.uniforms.uHorizonHeight.value = 0;
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this.shaderSkyMaterial.uniforms.uStarVisibility.value = 0;
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this.shaderSkyMaterial.uniforms.uStarHorizonFadeOffset.value = 0;
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this.shaderSkyMaterial.uniforms.uSunVisible.value = 0;
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this.shaderSkyMaterial.uniforms.uMoonVisible.value = 0;
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return;
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}
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this.shaderSkyMaterial.uniforms.uSkyTopColor.value.set(
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state.sky.topColorHex
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);
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this.shaderSkyMaterial.uniforms.uSkyBottomColor.value.set(
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state.sky.bottomColorHex
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);
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this.shaderSkyMaterial.uniforms.uHorizonHeight.value =
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state.sky.horizonHeight;
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this.shaderSkyMaterial.uniforms.uSunDirection.value.set(
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state.celestial.sunDirection.x,
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state.celestial.sunDirection.y,
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state.celestial.sunDirection.z
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);
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this.shaderSkyMaterial.uniforms.uSunColor.value.set(
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state.celestial.sunColorHex
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);
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this.shaderSkyMaterial.uniforms.uSunIntensity.value =
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state.celestial.sunIntensity;
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this.shaderSkyMaterial.uniforms.uSunDiscSizeDegrees.value =
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state.celestial.sunDiscSizeDegrees;
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this.shaderSkyMaterial.uniforms.uSunVisible.value = state.celestial
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.sunVisible
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? 1
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: 0;
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this.shaderSkyMaterial.uniforms.uMoonDirection.value.set(
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state.celestial.moonDirection.x,
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state.celestial.moonDirection.y,
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state.celestial.moonDirection.z
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);
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this.shaderSkyMaterial.uniforms.uMoonColor.value.set(
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state.celestial.moonColorHex
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);
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this.shaderSkyMaterial.uniforms.uMoonIntensity.value =
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state.celestial.moonIntensity;
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this.shaderSkyMaterial.uniforms.uMoonDiscSizeDegrees.value =
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state.celestial.moonDiscSizeDegrees;
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this.shaderSkyMaterial.uniforms.uMoonVisible.value = state.celestial
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.moonVisible
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? 1
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: 0;
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this.shaderSkyMaterial.uniforms.uDaylightFactor.value =
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state.time.daylightFactor;
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this.shaderSkyMaterial.uniforms.uTwilightFactor.value =
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state.time.twilightFactor;
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this.shaderSkyMaterial.uniforms.uStarDensity.value = state.stars.density;
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this.shaderSkyMaterial.uniforms.uStarBrightness.value =
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state.stars.brightness;
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this.shaderSkyMaterial.uniforms.uStarVisibility.value =
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state.stars.visibility;
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this.shaderSkyMaterial.uniforms.uStarHorizonFadeOffset.value =
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state.stars.horizonFadeOffset;
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this.shaderSkyMaterial.uniforms.uStarRotationRadians.value =
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state.stars.rotationRadians;
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this.shaderSkyMaterial.uniforms.uCloudCoverage.value =
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state.clouds.coverage;
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this.shaderSkyMaterial.uniforms.uCloudDensity.value = state.clouds.density;
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this.shaderSkyMaterial.uniforms.uCloudSoftness.value =
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state.clouds.softness;
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this.shaderSkyMaterial.uniforms.uCloudScale.value = state.clouds.scale;
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this.shaderSkyMaterial.uniforms.uCloudHeight.value = state.clouds.height;
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this.shaderSkyMaterial.uniforms.uCloudHeightVariation.value =
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state.clouds.heightVariation;
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this.shaderSkyMaterial.uniforms.uCloudTint.value.set(state.clouds.tintHex);
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this.shaderSkyMaterial.uniforms.uCloudOpacity.value = state.clouds.opacity;
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this.shaderSkyMaterial.uniforms.uCloudOpacityRandomness.value =
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state.clouds.opacityRandomness;
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this.shaderSkyMaterial.uniforms.uCloudDriftOffset.value.set(
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state.clouds.driftOffset.x,
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state.clouds.driftOffset.y
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);
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}
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private syncCelestialBodyPose(
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mesh: Mesh,
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state: WorldCelestialBodyState | null,
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