Shader rebuild + pollution-driven lighting
Rewrote vertex shader geometry: wider fold spacing, elongated anisotropy, removed basin displacement system that caused a visible seam. Added nano detail layer; removed hard smoothstep cutoffs from macro/mid layers. Fixed inverted pole jitter bug — starburst artefact significantly reduced.
Rebuilt lighting as pollution-driven: clean air = open/milky; heavy pollution = dark/tense. Added peak glow, recession vignette, iridescent edge sheen. Switched colour palette to Jupiter atmosphere reference with spatially varying warm/cool geography.
Working: fold structure covers full sphere, colour palette is spatially variable (warm/cool slopes, teal/umber valleys, iridescence at edges), ambient brightness responds to real pollution data.
Next: resolve remaining wave artefact, re-enable particles, calibrate adaptation system for Berlin's clean air levels.