mapspinner 0.1.18 → 0.1.20
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 +1 -1
- package/src/shaders/terrain.glsl +5 -0
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 * 2.0, horizon * 0.
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94
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+
const near = Math.max(this._camAlt * 2.0, horizon * 0.2, 10000.0);
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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);
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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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// Shore-gated (fades in over the first 250m of land) so the coastline and the flat water planes are
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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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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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