Instead of mapping rd.x/rd.y to UV directly (which gave a flat
orthographic look), compute where the ray actually intersects
the ground plane and sample the satellite texture at that world
(x,z) coordinate. As the camera drifts forward (uTime), the
ground scrolls, giving the illusion of flight over real terrain.
- tGround = -ro.y / rd.y (with rd.y < 0 guard)
- gUv = (hitPoint.x, hitPoint.z) * 0.04 + 0.5
- Atmospheric perspective: ground fades toward sky with distance
(fog starts at hit-distance 0, full at 30 world units)
- gmask 1.0 only when tGround > 0 (camera above ground AND ray
pointing down), 0 otherwise