Animationen ingame und im editor angepasst
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@@ -34,10 +34,10 @@ vec4 triplanarArray(vec2 uvX, vec2 uvY, vec2 uvZ, vec3 bw, int idx) {
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#endif
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void main() {
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// World-space splatmap UV (identisch zur Painting-Logik in TerrainEditorState)
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// World-space splatmap UV (identisch zur Painting-Logik in TerrainEditorState, WORLD_HALF=1024)
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vec2 splatUV = vec2(
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(vWorldPos.x + 2048.0) / 4096.0,
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1.0 - (vWorldPos.z + 2048.0) / 4096.0
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(vWorldPos.x + 1024.0) / 2048.0,
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1.0 - (vWorldPos.z + 1024.0) / 2048.0
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);
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vec4 a0 = texture(m_AlphaMap, splatUV);
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