mapspinner 0.1.17 → 0.1.19

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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": "0.1.17",
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+ "version": "0.1.19",
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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": {
@@ -624,6 +624,11 @@ highp float composeHeight(vec3 dir0, highp vec2 faceLocal, float tileM){ // W7
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  // Shore-gated (fades in over the first 250m of land) so the coastline and the flat water planes are
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  // untouched and no noise islets pop offshore. The VS FD lit-normal picks it up automatically.
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  h += detailFbm(dir0) * uDetailOverlay * 30.0 * smoothstep(0.0, 250.0, h);
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+ // FLAT-AREA INTEREST NOISE (user 2026-06-12): gentle rolling relief on the least noisy
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+ // anchorpoints (low reliefMul = flat plains, non-mtn, non-wet, non-cold). Fades to zero
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+ // by reliefMul ~0.5 so mountains are unaffected.
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+ float flatGate = max(0.0, 1.0 - reliefMul * 2.0);
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+ h += snoise3(dir0 * 800.0) * flatGate * uDetailOverlay * 8.0;
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  // LAKE CARVE + flat-water plane
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  float lakeWetV; float lakeCarveRaw = lakeCarveM(dir0, lakeWetV);
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  // uCarveWide=1 widens the carve CLIMATE gates so the gorge/lake/dune depth fades in over a wide
@@ -974,10 +979,9 @@ void main() {
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  // visible curtain through the transparent shallows.
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  highp float skirt = (vertex.z > 0.5 && uIsWater < 0.5) ? max(defOffset.z * 0.12, 60.0) : 0.0; // W7: metres (tile-size scaled) -> highp
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  vWorld = dir0 * (R + hR - skirt); // ABSOLUTE world pos (RENDER height: ocean top flat) -> FS lighting/atmosphere
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- // TEXTURE DOMAIN WARP -- VS-side, HALVED AGAIN (user 2026-06-12): lattice 450/1800/7000 -> 225/900/3500
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- // (waves 2x larger again: ~176km/44km/11km).
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+ // TEXTURE DOMAIN WARP -- VS-side, DOUBLED BACK (user 2026-06-12): 225/900/3500 -> 450/1800/7000.
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  {
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- highp vec3 w0 = dir0 * 225.0, w1 = dir0 * 900.0, w2 = dir0 * 3500.0;
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+ highp vec3 w0 = dir0 * 450.0, w1 = dir0 * 1800.0, w2 = dir0 * 7000.0;
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  vTexWarp = vec3(snoise3(w0), snoise3(w0 + vec3(7.3)), snoise3(w0 + vec3(23.9))) * 1.2
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  + vec3(snoise3(w1), snoise3(w1 + vec3(13.7)), snoise3(w1 + vec3(31.1))) * 0.6
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  + vec3(snoise3(w2), snoise3(w2 + vec3(5.1)), snoise3(w2 + vec3(17.9))) * 0.3;