diff --git a/src/client/render/gl/utils/ColorUtils.ts b/src/client/render/gl/utils/ColorUtils.ts index 017c3daa3..041931922 100644 --- a/src/client/render/gl/utils/ColorUtils.ts +++ b/src/client/render/gl/utils/ColorUtils.ts @@ -95,10 +95,11 @@ export function encodeTerrainTile( b = v; } } else if (isShoreline) { - // Shoreline water - r = 100; - g = 143; - b = 255; + // Shoreline water — computed dynamically by blending 70% ocean color and 30% white + const base = oceanColor ?? DEEP_WATER_BASE; + r = Math.round(0.7 * base[0] + 76.5); + g = Math.round(0.7 * base[1] + 76.5); + b = Math.round(0.7 * base[2] + 76.5); } else { // Deep water — darkens with depth (magnitude). The base color sets the // shallowest (brightest) shade; the per-depth gradient is preserved by