mapspinner 0.1.18 → 0.1.19
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- package/package.json +1 -1
- package/src/shaders/terrain.glsl +5 -0
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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628
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float lakeWetV; float lakeCarveRaw = lakeCarveM(dir0, lakeWetV);
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629
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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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