@d5techs/3dgs-lib 1.4.55 → 1.4.56

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package/dist/3dgs-lib.cjs CHANGED
@@ -2244,33 +2244,35 @@ fn dirToUv(d: vec3<f32>) -> vec2<f32> {
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  // --- sky UV (always computed) ---
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  let skyUv = dirToUv(d);
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- // --- ground projection UV (always computed to satisfy uniform control flow) ---
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- // ray-plane intersection: camera at height camY, plane y=0
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- let dySafe = select(d.y, -0.0001, d.y > -0.0001);
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- let t = -camY / dySafe;
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+ // --- ground projection (always computed for uniform control flow) ---
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+ // Ray from camera (0, camY, 0) in direction d hits plane y=0 at t
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+ let dyClamped = min(d.y, -0.0001);
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+ let t = -camY / dyClamped;
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  let hitX = t * d.x;
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  let hitZ = t * d.z;
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- let hitDist2 = hitX * hitX + hitZ * hitZ;
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- let R2 = sphereR * sphereR;
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- // clamp hit to sphere radius to avoid extreme stretching at edges
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- let needClamp = hitDist2 > R2;
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- let clampScale = select(1.0, sphereR / sqrt(max(hitDist2, 0.0001)), needClamp);
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- let pX = hitX * clampScale;
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- let pZ = hitZ * clampScale;
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- // project back onto sphere: y = -sqrt(R^2 - x^2 - z^2)
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- let projY = -sqrt(max(R2 - pX * pX - pZ * pZ, 0.0));
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- let groundDir = normalize(vec3(pX, projY, pZ));
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+ let hitDist = sqrt(hitX * hitX + hitZ * hitZ);
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+
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+ // Project the ground hit point back onto a sphere of radius R
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+ // centered at the camera projection on y=0 (i.e. center = origin).
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+ // For points beyond R, fade to horizon sampling.
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+ let ratio = min(hitDist, sphereR) / max(hitDist, 0.001);
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+ let pX = hitX * ratio;
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+ let pZ = hitZ * ratio;
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+ let pY = -sqrt(max(sphereR * sphereR - pX * pX - pZ * pZ, 0.0));
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+ let groundDir = normalize(vec3(pX, pY, pZ));
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  let groundUv = dirToUv(groundDir);
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  // --- sample both (unconditional = uniform control flow) ---
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  let skyColor = textureSample(envTexture, envSampler, skyUv).rgb;
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  let groundColor = textureSample(envTexture, envSampler, groundUv).rgb;
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- // blend near horizon for smooth transition
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- let blend = smoothstep(0.0, -0.08, d.y);
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- let mixed = mix(skyColor, groundColor, blend);
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- let useGround = d.y < 0.0 && camY > 0.01;
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- let c = select(skyColor, mixed, useGround);
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+ // Blend: smooth transition near horizon
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+ // step(0.01, camY) disables ground projection when camera is at/below ground
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+ let groundFactor = smoothstep(0.01, -0.15, d.y) * step(0.01, camY);
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+ // Fade out ground color at the sphere edge to avoid hard seam
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+ let edgeFade = 1.0 - smoothstep(sphereR * 0.7, sphereR * 0.99, hitDist);
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+ let finalBlend = groundFactor * edgeFade;
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+ let c = mix(skyColor, groundColor, finalBlend);
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  // Reinhard tone mapping + gamma
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  let mapped = c / (c + vec3(1.));
@@ -2292,8 +2294,8 @@ class SkyboxRenderer {
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  __publicField(this, "bindGroup", null);
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  __publicField(this, "frameReady", false);
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  __publicField(this, "mode", "none");
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- /** Ground projection sphere radius (world units). Larger = ground extends further. */
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- __publicField(this, "groundRadius", 32);
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+ /** Ground projection sphere radius (world units). Larger = ground extends further, flatter. */
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+ __publicField(this, "groundRadius", 500);
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  this.device = device;
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  const depthStencil = {
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  format: depthFormat,