tid_sky
Sunset skydome surface shader for the tides part, drawn on the inside of a large inverted sphere. Deep-indigo zenith through violet dusk to a burning horizon band centered on the sun's azimuth, an HDR sun disk with two halo falloffs for bloom, back-lit cirrus streaks low over the…
tid_sky
Sunset skydome surface shader for the tides part, drawn on the inside of a large inverted sphere. Deep-indigo zenith through violet dusk to a burning horizon band centered on the sun's azimuth, an HDR sun disk with two halo falloffs for bloom, back-lit cirrus streaks low over the horizon, and faint early stars near the zenith.
sky_env() is the shared sunset environment function — tid_ocean, tid_chrome
and tid_glass carry an identical copy so water, chrome and glass reflections
match the dome exactly. Palette properties (zenith_color, mid_color,
horizon_color, glow_color, sun_color) are set from one table in the
part module for all four materials.
game_t drives cirrus drift and star twinkle so seeks land deterministically;
sun_pulse lets the part swell the sun with the music.
Scoped to this part · feeds back into the world's score.