fix: restore MeshStandardNodeMaterial and normal encoding for water r…#1335
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…endering The water was not rendering because: 1. MeshPhysicalNodeMaterial was incorrectly used (IOR-based approach) 2. normalNode was returning [-1,1] range when TSL expects [0,1] encoded Changes: - Switch back to MeshStandardNodeMaterial for consistent PBR - Add .mul(0.5).add(0.5) encoding to normalNode (matches TerrainMaterial) - Remove WATER_IOR constant (not needed with MeshStandardNodeMaterial) - Update documentation to clarify TSL normalNode convention The white-out issue was caused by double-lighting (manual fresnel/specular in colorNode combined with PBR pipeline), not normal encoding. The previous fixes correctly removed manual lighting; this commit restores the normal encoding that TSL requires. https://claude.ai/code/session_01ChDF73v8WwcjKe7cWV82iB
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…endering
The water was not rendering because:
Changes:
The white-out issue was caused by double-lighting (manual fresnel/specular in colorNode combined with PBR pipeline), not normal encoding. The previous fixes correctly removed manual lighting; this commit restores the normal encoding that TSL requires.
https://claude.ai/code/session_01ChDF73v8WwcjKe7cWV82iB