Domain-warped continents
Straight fbm on a sphere gives you marble, not geography. Warping the sample position by another fbm first bends the noise into coastlines that fold back on themselves. The land mask is deliberately a narrow smoothstep well above the mean so land stays a minority of the surface, and a wide, soft band just below sea level paints the continental shelf, which is what actually sells the coast.
// warp the sample point, then read height at the warped position vec3 q = vec3(fbm(p*1.25), fbm(p*1.25+vec3(5.2,1.3,2.8)), fbm(p*1.25+vec3(9.1,4.4,7.7))); float base = fbm(p*0.95 + 0.80*q); // continent masses float detail = fbm(p*3.40 + 0.90*q); // coastline break-up float h = base*0.84 + detail*0.16; h = h*0.5 + 0.5; float SEA = 0.572; // above the mean -> ~24% land float land = smoothstep(SEA-0.008, SEA+0.008, h); // soft shelf hugging the coast, not a hard outline ocean = mix(ocean, shelf, smoothstep(SEA-0.075, SEA-0.006, h));