Push ground horizon lower in frame
gmask smoothstep end -0.10 -> -0.30: ground only fully fills when ray Y is below -0.30 (about 17° below horizon). The horizon line sits higher in the frame, more sky visible above.
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@@ -203,7 +203,7 @@ var FRAG_SRC = [
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'float fogAmount = clamp(tGround / 30.0, 0.0, 1.0);',
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'float fogAmount = clamp(tGround / 30.0, 0.0, 1.0);',
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'groundCol = mix(groundCol, uBg, fogAmount * 0.75);',
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'groundCol = mix(groundCol, uBg, fogAmount * 0.75);',
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// Ground mask: full ground when looking down, none when up.
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// Ground mask: full ground when looking down, none when up.
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'float gmask = (tGround > 0.0) ? smoothstep(0.0, -0.10, rd.y) : 0.0;',
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'float gmask = (tGround > 0.0) ? smoothstep(0.0, -0.30, rd.y) : 0.0;',
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'col = mix(col, groundCol, gmask);',
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'col = mix(col, groundCol, gmask);',
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'gl_FragColor = vec4(col, 1.0);',
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'gl_FragColor = vec4(col, 1.0);',
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'}'
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'}'
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