- maps
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- normal
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- roughness
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- sun
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- emissive
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- range
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The day/night maps and detail map stay local; the sun direction is uniform-driven, while the surface reads world-space normals and position.
A generated Earth texture set drives a day/night MeshStandardNodeMaterial, world-space sun response, procedural roughness and bump detail, and a separate Fresnel atmosphere. The forced WebGL2 route is a direct GLSL reference with the same visual contract.
Generating deterministic day, night, and detail maps.
The day/night maps and detail map stay local; the sun direction is uniform-driven, while the surface reads world-space normals and position.
A standard node material owns surface response; a basic node material owns the transparent back-side atmospheric shell.
The fallback is intentionally direct GLSL; it proves the visual idea without claiming that WebGL2 executed the TSL graph.
Day, night, and detail maps enter the node graph as explicit texture nodes.
A world-space dot product determines the moving terminator.
Detail height perturbs the standard material normal without new geometry.
A separate back-side basic material turns Fresnel into atmospheric alpha.
The direct route keeps the backend ownership boundary visible.
Adjust the sun or surface policy, then measure thirty frames of the active material path.
Generated maps pending.
This is a deterministic adaptation of the official TSL Earth example: local maps replace the external 4096 assets, while day/night compositing, world-space sun orientation, Fresnel atmosphere, procedural bump/roughness, and a separate shell remain executable. Texture fidelity, cloud volume, HDR asset quality, and device-wide performance remain open.
Sources: official Earth example · MeshStandardNodeMaterial · MeshBasicNodeMaterial · TSL