mapspinner 0.1.12 → 0.1.13
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- package/package.json +1 -1
- package/src/shaders/terrain.glsl +3 -2
package/package.json
CHANGED
package/src/shaders/terrain.glsl
CHANGED
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@@ -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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1611
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-
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1611
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+
float texFarFade = 1.0 - smoothstep(8000.0, 10000.0, pxWorld);
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1612
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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
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@@ -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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1699
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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
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