feat: refine nightdrive world and authored car
Integrate the Blender grand tourer with a cohesive shader-driven road, terrain, atmosphere, lighting, and post-processing pass. Refine responsive drive dynamics and sign lifecycle behavior, and add durable visual, accessibility, and performance verification evidence.
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@@ -5,7 +5,7 @@ import { CHAPTER_PALETTES } from '@/scene/world/palette';
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export interface SunWorld {
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group: WorldGroup;
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update(palette: Readonly<MutableChapterPalette>, routeProgress: number): void;
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update(palette: Readonly<MutableChapterPalette>, routeProgress: number, elapsedSeconds: number): void;
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}
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interface WorldGroup {
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@@ -20,11 +20,12 @@ export function createSun(resources: SceneResourceBag): SunWorld {
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const sunColor = new THREE.Color(night.sun);
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const uniforms = {
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uColor: { value: sunColor },
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uScanBands: { value: 14 },
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uScanBands: { value: 11 },
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uWarmth: { value: night.warmth },
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uRouteProgress: { value: 0 },
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uTime: { value: 0 },
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};
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const geometry = resources.own('geometry', new THREE.CircleGeometry(20, 96));
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const geometry = resources.own('geometry', new THREE.CircleGeometry(44, 128));
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const material = resources.own('material', new THREE.ShaderMaterial({
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uniforms,
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vertexShader: `
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@@ -40,17 +41,21 @@ export function createSun(resources: SceneResourceBag): SunWorld {
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uniform float uScanBands;
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uniform float uWarmth;
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uniform float uRouteProgress;
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uniform float uTime;
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varying vec2 vSunUv;
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void main() {
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float radius = distance(vSunUv, vec2(0.5));
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float softEdge = 1.0 - smoothstep(0.435, 0.5, radius);
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float lowerDisc = 1.0 - smoothstep(0.42, 0.76, vSunUv.y);
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float scanBand = smoothstep(0.16, 0.28, fract(vSunUv.y * uScanBands));
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float bandCut = mix(1.0, 0.32 + scanBand * 0.68, lowerDisc * 0.82);
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float horizonFade = smoothstep(0.02, 0.14, vSunUv.y);
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float luminance = 0.72 + uWarmth * 0.18 + uRouteProgress * 0.06;
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gl_FragColor = vec4(uColor * luminance, softEdge * bandCut * horizonFade * 0.9);
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float softEdge = 1.0 - smoothstep(0.475, 0.5, radius);
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float lowerDisc = 1.0 - smoothstep(0.46, 0.84, vSunUv.y);
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float scanPhase = fract(vSunUv.y * uScanBands + sin(uTime * 0.12) * 0.012);
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float scanBand = smoothstep(0.12, 0.2, scanPhase)
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* (1.0 - smoothstep(0.58, 0.72, scanPhase));
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float bandCut = mix(1.0, 0.18 + scanBand * 0.82, lowerDisc * 0.9);
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float horizonFade = smoothstep(0.01, 0.11, vSunUv.y);
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float verticalHeat = mix(0.78, 1.3, smoothstep(0.1, 0.88, vSunUv.y));
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float luminance = verticalHeat * (1.28 + uWarmth * 0.24 + uRouteProgress * 0.08);
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gl_FragColor = vec4(uColor * luminance, softEdge * bandCut * horizonFade);
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}
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`,
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transparent: true,
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@@ -60,8 +65,8 @@ export function createSun(resources: SceneResourceBag): SunWorld {
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toneMapped: true,
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}));
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const disc = new THREE.Mesh(geometry, material);
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disc.name = 'sun-disc';
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disc.position.set(0, 11.5, -142);
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disc.name = 'horizon-sun';
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disc.position.set(0, 28, -410);
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group.add(disc);
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const haloTexture = resources.own('texture', createHaloTexture());
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@@ -76,22 +81,23 @@ export function createSun(resources: SceneResourceBag): SunWorld {
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toneMapped: true,
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}));
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const halo = new THREE.Sprite(haloMaterial);
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halo.name = 'sun-halo';
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halo.name = 'horizon-halo';
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halo.position.copy(disc.position);
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halo.position.z -= 0.5;
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halo.scale.set(57, 43, 1);
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halo.scale.set(220, 138, 1);
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group.add(halo);
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return {
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group,
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update(palette, routeProgress) {
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update(palette, routeProgress, elapsedSeconds) {
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const progress = clamp01(routeProgress);
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sunColor.copy(palette.sun);
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haloMaterial.color.copy(palette.sun);
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uniforms.uWarmth.value = clamp01(palette.warmth);
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uniforms.uRouteProgress.value = progress;
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haloMaterial.opacity = 0.18 + palette.warmth * 0.12;
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disc.position.y = 11.5 + palette.warmth * 4.8;
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uniforms.uTime.value = Number.isFinite(elapsedSeconds) ? elapsedSeconds : 0;
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haloMaterial.opacity = 0.12 + palette.warmth * 0.08;
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disc.position.y = 28 + palette.warmth * 7;
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halo.position.y = disc.position.y;
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},
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};
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