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Two sources of visible chunk-boundary squares: 1. Derivative-based bump mapping (bumpStrength=9) used dFdx/dFdy which are invalid across draw-call boundaries, producing strong normal discontinuities at every chunk edge. Fade bump to zero near chunk edges using LayerUV as the chunk-space distance metric. 2. sampleAlpha used an abrupt step() to switch between point-sampled and 4-tap-blurred alpha, creating a visible ring 2 texels from each chunk edge. Replace with smoothstep transition and a 5-tap average that includes the center sample. |
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| .. | ||
| Original Music | ||
| shaders | ||
| sql | ||
| textures | ||
| krayonload.png | ||
| krayonsignin.png | ||
| Wowee.ico | ||
| Wowee.png | ||