Keep the darker plume tuning and the tighter ice surface
Reverts the brighter fill: lit tops against near-black undersides, and the higher-frequency surface undulation that separated the sheets more clearly.
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@@ -31,7 +31,7 @@ vec2 atlasUV(vec2 world, float layer) {
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}
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// Smooth frozen surface: two octaves, no bubbles, no grain.
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float height(vec2 x) {
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return 0.22 * fbm(x * 0.85 + 2.0) + 0.06 * fbm(x * 2.6 - 5.0);
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return 0.15 * fbm(x * 1.3 + 2.0) + 0.05 * fbm(x * 3.7 - 5.0);
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}
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void main() {
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vec2 screen = gl_FragCoord.xy / u_res;
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