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more shadow fixes, fix tree borders
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@@ -100,6 +100,19 @@ through a soft shadowless gap; moonlight presses at about two-thirds the
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sun's weight. The scene shader multiplies every surface by the hour's tint —
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neutral at noon, warm at the twilights, dim blue under the moon.
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The **windows are glass**. The panes in the overworld art — the framed
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squares on building fronts and the small lights in doors — are found by
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*shape* in the tileset image itself (a black border row, black-flanked glass
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rows, a closing border; no tile ids anywhere), and marked on a mask texture
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the scene shader samples alongside the atlas. By day a thin glint crosses
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them **while you move** — the sweep is fed by the camera's own travel and
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dies within a beat of standing still, because a reflection is something the
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viewpoint does — with the art still visible through it. After dark they are
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**lit from inside**:
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the pane's own shine pattern carried into a warm lamp colour, exempt from
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the sun, the shadow map and the hour's tint. The lamps come on through dusk,
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burn all night, and are mostly out again by dawn.
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**Outdoors only.** Indoors keeps the noon rig, the neutral tint and no sky:
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a cave at midnight is exactly as dark as a cave at noon. A battle staged on
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an outdoor map fights under the hour — night void behind the arena, tinted
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