Revert "feat(sky): the night sky wheels with the Dereth clock; uniform time fade with a scoped twilight band"

This reverts commit 0dac024cdb.
This commit is contained in:
Erik 2026-08-23 18:26:16 +02:00
parent 0dac024cdb
commit 9fcc3f4870
10 changed files with 15 additions and 98 deletions

View file

@ -106,13 +106,6 @@ public sealed partial class SkyRenderer : IDisposable
/// </summary>
internal Func<bool>? EnhancedNightSkyActive { get; set; }
/// <summary>
/// Dereth-clock rotation source for the enhanced night sky, in turns
/// (dayFraction + dayOfYear/360). Composition wires it to the world
/// time service; evaluated once per sky pass.
/// </summary>
internal Func<float>? NightSkyRotationTurns { get; set; }
/// <summary>Deterministic seed for the procedural sky's hash grids —
/// the approved-look generator's seed (gen_starfield2.py, 2026-08-23).</summary>
private const float NightSkySeed = 11f;
@ -216,8 +209,6 @@ public sealed partial class SkyRenderer : IDisposable
// that FOV here, including the near-180-degree teleport transition.
var skyProj = SkyProjection.WithDepthRange(camera.Projection, Near, Far);
_params.NightSkyRotationTurns = NightSkyRotationTurns?.Invoke() ?? 0f;
// View with translation zeroed — keeps the sky at camera origin
// regardless of camera position in the world.
var skyView = camera.View;
@ -735,20 +726,9 @@ public sealed partial class SkyRenderer : IDisposable
public Vector2 UvScroll; // 240
public float ApplyFog; // 248
public float SurfOpacity; // 252
/// <summary>
/// Whole-sky rotation in TURNS for the enhanced night sky (IA-26):
/// dayFraction + dayOfYear/360, so the procedural starfield wheels
/// once per Dereth day about the celestial pole and drifts ~1 degree
/// per night through the 360-day year (seasonal constellations).
/// Zero when the pack is inactive; the retail path never reads it.
/// </summary>
public float NightSkyRotationTurns; // 256
public float NsPadA; // 260
public float NsPadB; // 264
public float NsPadC; // 268
/// <summary>272 — the std140 size of the block, a whole number of vec4s.</summary>
public const int SizeInBytes = 272;
/// <summary>256 — the std140 size of the block, a whole number of vec4s.</summary>
public const int SizeInBytes = 256;
}
private sealed class SubMeshGpu