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Phase 1: polish LOD seams, fades, and representative sampling #687

@MichaelFisher1997

Description

@MichaelFisher1997

Goal

Improve the current LOD rendering path with visible polish before deeper data-model changes.

Work Items

  • Replace or augment boundary-only skirts with adjacency-aware edge stitching.
  • Add dithered/faded LOD handoff in the shader path so near/far transitions are softer.
  • Improve representative material and color sampling for surface cells.
  • Tune water-edge handling, fog start, and mask-radius behavior.
  • Add focused visual/debug logging for seam and transition failures.

Acceptance Criteria

  • LOD region borders show fewer cracks and less popping during movement.
  • Full-detail chunks and LOD regions blend without abrupt cutoffs in normal camera movement.
  • Existing heightfield LOD behavior remains available and stable.
  • zig build test passes.

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