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fix(globe): sharpen sky mask past depth 0.99999, not >= 1
RGBA8 depth packing rounds near the far plane.
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@@ -34,6 +34,7 @@ const fragmentShader = /* glsl */ `
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uniform float amount;
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uniform sampler2D tSceneDepth;
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uniform bool uSkipSky;
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const float SKY_DEPTH = 0.99999;
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vec3 encodeGamma(vec3 color) {
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return pow(max(color, vec3(0.0)), vec3(1.0 / 2.2));
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@@ -44,7 +45,8 @@ vec3 sampleGamma(vec2 uv) {
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}
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void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
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if (uSkipSky && unpackRGBAToDepth(texture2D(tSceneDepth, uv)) >= 1.0) {
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// The far plane, with a margin: packing to RGBA8 rounds near 1.0.
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if (uSkipSky && unpackRGBAToDepth(texture2D(tSceneDepth, uv)) > SKY_DEPTH) {
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outputColor = inputColor;
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return;
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}
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