@@ -13,13 +13,13 @@ void main() {
1313 float intensity = dot (normal, sunDir);
1414 float alpha = smoothstep (- 0.15 , 0.05 , intensity);
1515
16- // Sunset tint on clouds: 2-stop gradient, multiplicative
17- float scatterMult = smoothstep (- 0.15 , 0.25 , intensity) * smoothstep (0.25 , - 0.15 , intensity);
18- vec3 sunsetDeep = vec3 (0.85 , 0.2 , 0.08 );
19- vec3 sunsetWarm = vec3 (1.0 , 0.55 , 0.2 );
20- float gradPos = smoothstep (- 0.12 , 0.12 , intensity);
16+ // Sunset tint on clouds: ISS-derived colors, normalized bell curve
17+ float scatterMult = min ( smoothstep (- 0.3 , 0.15 , intensity) * smoothstep (0.15 , - 0.15 , intensity) * 4.0 , 1.0 );
18+ vec3 sunsetDeep = vec3 (0.75 , 0.08 , 0.10 );
19+ vec3 sunsetWarm = vec3 (1.0 , 0.65 , 0.55 );
20+ float gradPos = smoothstep (- 0.1 , 0.0 , intensity);
2121 vec3 sunsetColor = mix (sunsetDeep, sunsetWarm, gradPos);
22- vec3 cloudColor = mix (texel.rgb, texel.rgb * sunsetColor * 1.5 , scatterMult * 0.6 );
22+ vec3 cloudColor = mix (texel.rgb, sunsetColor, scatterMult * 0.7 );
2323
2424 gl_FragColor = vec4 (cloudColor, texel.a * alpha);
2525}
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