mapspinner 0.1.12 → 0.1.14
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/quadtree.js +6 -5
- package/src/shaders/terrain.glsl +3 -2
package/package.json
CHANGED
package/src/quadtree.js
CHANGED
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@@ -91,7 +91,7 @@ export class Quadtree {
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91
91
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// 20km). Shrinking the penalty-free near radius lets the far-LOD falloff coarsen MORE of the
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92
92
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// off-screen / past-horizon field, cutting peak visible leaves toward ~600-900 (precondition
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// for the 512 layer cap). These are THE only values -- no device tier.
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94
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-
const near = Math.max(this._camAlt *
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94
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+
const near = Math.max(this._camAlt * 2.0, horizon * 0.4, 20000.0);
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95
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// floor 0.5 (was 0.18): past the horizon the split may HALVE, not crush to ~1/5 (which was
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// collapsing near-field detail on descent). Foreground (latC<near) stays fall=1 -> full LOD.
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const fall = 1.0 / (1.0 + Math.max(0.0, latC - near) / near);
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@@ -102,10 +102,11 @@ export class Quadtree {
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// altitude climbs, so far and near refine at the same rate = the gradient FLATTENS the higher we get
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// (detail budget spreads from the near foreground out to the far field). Below fps height the gradient
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// stays sharp (floor 0.5) so the deck keeps its near-field detail. fpsAltM live via this.fpsAltM.
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-
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107
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-
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108
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const
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105
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// FLOOR: starts at 0.6 at deck (preserves near-field detail where the user sees it),
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106
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// drops logarithmically with altitude toward ~0.3 at orbital height, so far coarsening
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107
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// engages progressively at every altitude -- no more one-step jump at ~45km.
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108
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const altLog = Math.log2(Math.max(this._camAlt, 5000.0) / 5000.0);
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109
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const floor = Math.max(0.30, Math.min(0.60, 0.60 - altLog * 0.05));
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const effSplit = this.splitDist * Math.max(floor, fall);
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if (dist < l * effSplit && level < this.maxLevel) {
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const hl = l / 2.0;
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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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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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