Fix shader: remove leftover window.__flightDir references
Old shader code with fdx/fdz still referenced window.__flightDir, which GLSL can't parse. Removed those lines. Now shader uses only uFlightDir uniform passed from JS.
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@@ -140,10 +140,7 @@ var FRAG_SRC = [
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'float drift = uTime * uSpeed * 0.12;',
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// Fixed altitude well above the cloud ceiling (y=1.5).
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'float camY = 2.2;',
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// Camera position follows window.__flightDir (set from URL #flight=...).
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// Default: drift along +Z (north). For east: drift along +X. For south: -Z, etc.
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'float fdx = (window.__flightDir ? window.__flightDir.dx : 0.0);',
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'float fdz = (window.__flightDir ? window.__flightDir.dz : 1.0);',
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// Camera position uses uFlightDir uniform (set from JS each frame).
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'vec3 ro = vec3(drift * uFlightDir.x, camY, drift * uFlightDir.y);',
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// Ray direction: tilt more downward so the visible ground fits
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// within the mosaic. At uv.y = 0 the ray goes ~26° below
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