feat(rendering): distance fog and config-derived far plane
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@@ -6,6 +6,7 @@ layout(location = 2) in float aShade;
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out vec2 vUv;
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out float vShade;
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out float vWorldY;
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out vec3 vWorldPos;
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uniform mat4 model;
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uniform mat4 view;
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@@ -17,6 +18,7 @@ void main()
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vShade = aShade;
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// World-space position uses row-vector convention (matches gl_Position below).
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vec4 worldPos = vec4(aPos, 1.0) * model;
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vWorldPos = worldPos.xyz;
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vWorldY = worldPos.y;
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gl_Position = worldPos * view * projection;
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}
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