mapspinner 0.1.12 → 0.1.14

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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": "0.1.14",
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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": {
package/src/quadtree.js CHANGED
@@ -91,7 +91,7 @@ export class Quadtree {
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  // 20km). Shrinking the penalty-free near radius lets the far-LOD falloff coarsen MORE of the
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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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- const near = Math.max(this._camAlt * 4.0, horizon * 0.5, 20000.0);
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+ const near = Math.max(this._camAlt * 2.0, horizon * 0.4, 20000.0);
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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);
@@ -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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- const fpsAltM = this.fpsAltM || 5000.0;
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- const aboveFps = Math.min(1.0, Math.max(0.0, (this._camAlt - fpsAltM) / (fpsAltM * 8.0))); // 0 at fps height -> 1 by ~45km
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- const maxFloor = 0.7;
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- const floor = 0.25 + (maxFloor - 0.25) * (aboveFps * aboveFps * (3 - 2 * aboveFps)); // 0.25 deck -> 0.7 high alt, always some far coarsening
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+ // FLOOR: starts at 0.6 at deck (preserves near-field detail where the user sees it),
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+ // drops logarithmically with altitude toward ~0.3 at orbital height, so far coarsening
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+ // engages progressively at every altitude -- no more one-step jump at ~45km.
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+ const altLog = Math.log2(Math.max(this._camAlt, 5000.0) / 5000.0);
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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;
@@ -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