feat(rendering): add fog-distance darkness to chunk shaders
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@@ -5,6 +5,7 @@ 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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uniform mat4 model;
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uniform mat4 view;
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@@ -14,6 +15,8 @@ void main()
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{
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vUv = aUv;
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vShade = aShade;
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// Vector-on-left convention; matrices are uploaded with transpose=true.
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gl_Position = vec4(aPos, 1.0) * model * view * projection;
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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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vWorldY = worldPos.y;
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gl_Position = worldPos * view * projection;
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}
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