feat: immerse the portfolio in a chromatic synthwave night
Carry rose, violet, coral, electric blue and cyan through the interface, road, terrain, signs and atmosphere. Add a Blender-authored paint edition and matching runtime fallback captures. Interpolate atmospheric color on a small sky lattice and enrich existing speed effects without another rendering pass. Preserve approved copy, project media, metadata, navigation contracts and adaptive audio. Verified with typecheck, client/SSR builds, validated prerendering, artifact and transfer checks, responsive Chrome interaction, fallback checks and Intel-backed performance sampling.
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@@ -29,8 +29,10 @@ export function createHorizonAir(resources: SceneResourceBag) {
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float ribbon=exp(-pow((vUv.y-0.45-wave)*5.6,2.0));
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float thin=exp(-pow((vUv.y-0.51-wave)*37.0,2.0));
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float horizontal=pow(max(0.0,sin(vUv.x*3.14159)),2.0);
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vec3 color=mix(uColor,vec3(0.21,0.49,0.59),vUv.y*0.25);
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gl_FragColor=vec4(color,(ribbon*0.12+thin*0.026)*horizontal*(0.6+uWarmth*0.4));
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float colorWave=0.5+0.5*sin(vUv.x*7.0+uTime*0.035);
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vec3 color=mix(uColor,vec3(0.27,0.045,0.75),colorWave*0.55);
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color=mix(color,vec3(0.05,0.52,0.75),smoothstep(0.54,0.82,vUv.y)*0.3);
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gl_FragColor=vec4(color,(ribbon*0.16+thin*0.032)*horizontal*(0.7+uWarmth*0.3));
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#include <tonemapping_fragment>
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#include <colorspace_fragment>
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}
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