As of now (Sunday 8 pm), honestly haven't done anything since the last report. I will hopefully finish my 227 project within a few hours, then I will work on 125 for a bit, then update this report when I finish that.
I implemented half-lambert shading, and it's shocking how much a few lines of code in a shader can change - the non-lit up sides of the asteroids actually have texture now.
My 227 project took four "I'll work on this the whole day and finish this by tonight" days, and will likely take one more. But after Tuesday morning, I won't have a single other due date to worry about before the 125 presentation.
I played some Subnautica 2 with some friends over the weekend, and after running from leviathans for a few minutes, have gotten back the motivation to implement fog. I also did notice that simple, pure OpenGL particles can be used a lot, rather than customized ones with spritesheets. Many of Subnautica's particles are also implemented with pure graphics; for example, the particles emitted when you mine something in Subnautica are the exact same as when an asteroid is destroyed in our game. In general, I wish I hadn't realized so late, but I should be looking closely at other games' environmental graphics to steal ideas.