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fix: use worldZ (depth) with V-flip in fog shader for correct vision …#1246

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braedonsaunders merged 1 commit into
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claude/fix-fog-of-war-BqamZ
Feb 2, 2026
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fix: use worldZ (depth) with V-flip in fog shader for correct vision …#1246
braedonsaunders merged 1 commit into
mainfrom
claude/fix-fog-of-war-BqamZ

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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

…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
@braedonsaunders braedonsaunders merged commit 3ec6509 into main Feb 2, 2026
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