mapspinner 0.1.12 → 0.1.13

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "mapspinner",
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- "version": "0.1.12",
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+ "version": "0.1.13",
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  "description": "WebGL2 Earth-scale terrain rendering SDK for interactive globe applications",
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  "main": "src/index.js",
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  "exports": {
@@ -1608,7 +1608,8 @@ void main() {
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  vec3 texDn = vec3(0.0); // photo-texture WORLD-SPACE normal perturbation, applied after uReliefShade
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  // SPLAT RUNS UNDERWATER TOO (user 2026-06-11 'continue under water as sand and rock'): the old
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  // vH > -2 gate cut the photo textures at the waterline, leaving the seabed flat-colored.
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- if (uHasSurfTex > 0.5 && uTexMix > 0.001) {
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+ float texFarFade = 1.0 - smoothstep(8000.0, 10000.0, pxWorld);
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+ if (uHasSurfTex > 0.5 && uTexMix > 0.001 && texFarFade > 0.001) {
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  // material weights from the existing gates (climate = vClimate: z=temp, w=humid)
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  // SAND GATE = THE MACRO DESERT GATE (user 2026-06-11 'all the grassy areas need to have the
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  // grass texture'): the old humid<0.42 band splatted SAND across savanna/steppe/meadow-edge
@@ -1695,7 +1696,7 @@ void main() {
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  texAlb = mix(albB, albA, bSharp);
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  texNrm = mix(nrmB, nrmA, bSharp);
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  }
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- float k = uTexMix;
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+ float k = uTexMix * texFarFade;
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  // macro-tinted detail (user 2026-06-10 'the textured patch must be tinted to the same shade
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  // as the spot its replacing'): the texture contributes STRUCTURE + relative chroma only,
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  // luminance-normalized onto the macro biome/climate color, so the splat never shifts the