black biome is base biome, its biome color picks are also what controls the ocean color picks
red biome is secondary biome, that will splat on top of base
green biome is third biome, that will splat on top, the poles are hardcoded to be green biome, so keep it the coldest biome pick wise.
ocean and cracks a bonus biomes, so with both there can be 5 i total. Blue > 0.5 is ocean, blue < 0.5 is cracks. Ocean is using the combined height for detail, cracks is using ao to spawn in cracks.
alpha is city location and density, it rules over all others but will be build under water.
// poles are made to be ruled by green, and water/cracks masks are made to never reach the poles - where they blend particular bad due to all splatmap grids meeing in a point
vec2 cracksWaterNorms = vec2(mix(vec2(textureNoise.r, textureNoise.g), vec2(textureNoise.g, textureNoise.b), pulse)) - 0.5;// // could maybe be replaced by a small simple 2D noise function
vec3 VplusL = L + v * 0.5; // *0.5 is not correct but without it grazing angle specular fails, propably somewhere something is flipped space/normal space