refactor(render): trim Atlas and Shaders

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dualfroz committed 2026-09-10 16:37:50 +02:00
1 parent 323ba670c8
commit f2aac049e8
3 files changed
+19 -99

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@@ -47,6 +47,10 @@ uniform vec3 uFogColor;
out vec4 fragColor;
void main() {
vec4 texel = texture(uAtlas, vec3(vUv, float(vTile)));
// Cutout tiles (ladders, rails, grates, plants, cobweb) carry their shape
// in alpha. The opaque pass runs with blending off, so without this the
// holes would draw as solid squares of whatever sits behind them.
if (texel.a < 0.5) discard;
float ndl = max(dot(normalize(vNormal), normalize(uLightDir)), 0.0);
float directional = 0.55 + 0.45 * ndl;
float baked = 0.18 + 0.82 * vLight;