fix: use worldZ (depth) with V-flip in fog shader for correct vision …#1246
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…mapping In Three.js reconstructed world space, worldY is altitude and worldZ is depth (north-south). The previous fix incorrectly used worldY which was nearly 0 for ground units, resulting in no fog being lifted. This fix uses worldZ (the actual depth coordinate) with a V-flip to ensure that moving south reveals the south part of the map, not the north. https://claude.ai/code/session_013Hqn3PxBW8h7hpMNMKKv1e
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…mapping
In Three.js reconstructed world space, worldY is altitude and worldZ is depth (north-south). The previous fix incorrectly used worldY which was nearly 0 for ground units, resulting in no fog being lifted.
This fix uses worldZ (the actual depth coordinate) with a V-flip to ensure that moving south reveals the south part of the map, not the north.
https://claude.ai/code/session_013Hqn3PxBW8h7hpMNMKKv1e