mapspinner 0.1.17 → 0.1.19
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- package/package.json +1 -1
- package/src/shaders/terrain.glsl +7 -3
package/package.json
CHANGED
package/src/shaders/terrain.glsl
CHANGED
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@@ -624,6 +624,11 @@ highp float composeHeight(vec3 dir0, highp vec2 faceLocal, float tileM){ // W7
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624
624
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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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625
625
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// untouched and no noise islets pop offshore. The VS FD lit-normal picks it up automatically.
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626
626
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h += detailFbm(dir0) * uDetailOverlay * 30.0 * smoothstep(0.0, 250.0, h);
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627
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+
// FLAT-AREA INTEREST NOISE (user 2026-06-12): gentle rolling relief on the least noisy
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628
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+
// anchorpoints (low reliefMul = flat plains, non-mtn, non-wet, non-cold). Fades to zero
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629
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+
// by reliefMul ~0.5 so mountains are unaffected.
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630
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+
float flatGate = max(0.0, 1.0 - reliefMul * 2.0);
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631
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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
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@@ -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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977
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-
// TEXTURE DOMAIN WARP -- VS-side,
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978
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-
// (waves 2x larger again: ~176km/44km/11km).
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982
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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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980
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-
highp vec3 w0 = dir0 *
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984
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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;
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