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WaterBlock tiling to match T2/Torque, improve CLAUDE.md
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940 changed files with 1207 additions and 337 deletions
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@ -57,7 +57,6 @@ export function updateTerrainTextureShader({
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alphaTextures,
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visibilityMask,
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tiling,
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debugMode = false,
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detailTexture = null,
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lightmap = null,
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}: {
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@ -66,7 +65,6 @@ export function updateTerrainTextureShader({
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alphaTextures: any[];
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visibilityMask: any;
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tiling: Record<number, number>;
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debugMode?: boolean;
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detailTexture?: any;
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lightmap?: any;
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}) {
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@ -94,8 +92,6 @@ export function updateTerrainTextureShader({
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};
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});
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// Add debug mode uniform
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shader.uniforms.debugMode = { value: debugMode ? 1.0 : 0.0 };
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// Add lightmap uniform for smooth per-pixel terrain lighting
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if (lightmap) {
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@ -141,7 +137,6 @@ uniform float tiling2;
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uniform float tiling3;
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uniform float tiling4;
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uniform float tiling5;
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uniform float debugMode;
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${visibilityMask ? "uniform sampler2D visibilityMask;" : ""}
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${lightmap ? "uniform sampler2D terrainLightmap;" : ""}
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${
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@ -344,14 +339,15 @@ void RE_Direct_TerrainShadow( const in IncidentLight directLight, const in vec3
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);
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// Add debug grid overlay AFTER opaque_fragment sets gl_FragColor
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// Uses #if so material.defines.DEBUG_MODE (0 or 1) can trigger recompilation
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shader.fragmentShader = shader.fragmentShader.replace(
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"#include <tonemapping_fragment>",
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`// Debug mode: overlay green grid matching terrain grid squares (256x256)
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if (debugMode > 0.5) {
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`#if DEBUG_MODE
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// Debug mode: overlay green grid matching terrain grid squares (256x256)
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float gridIntensity = terrainDebugGrid(vMapUv, 256.0, 1.5);
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vec3 gridColor = vec3(0.0, 0.8, 0.4); // Green
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gl_FragColor.rgb = mix(gl_FragColor.rgb, gridColor, gridIntensity * 0.05);
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}
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#endif
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#include <tonemapping_fragment>`,
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);
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