mapspinner 0.1.21 → 0.1.23
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package/package.json
CHANGED
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@@ -168,7 +168,7 @@ export async function initMapspinnerPlanet(gl, opts = {}) {
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168
168
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// quadtree levels (L14/L15/L16, ~28m/~14m/~7m cells) -- the close-approach overdraw tail -- so the deepest
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169
169
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// LOD is now L13 (~56m cell). Pairs with the LOD_STEP push (each region still resolves levels-finer-per-
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170
170
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// distance, just capped three steps shallower). Live override window.__maxLevel.
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171
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-
const maxLevel = opts.maxLevel ??
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171
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+
const maxLevel = opts.maxLevel ?? 11;
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172
172
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// splitFactor 2.0 over-subdivided ~5-20x: the baseline measured px/poly edge median
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173
173
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// 0.73 (orbit) / 1.56 (lowalt), far below the user's 4-50 px target, which also
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// saturated the atlas (1920/1920) and drove tileGenMs to ~950ms. The live sweep
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package/src/shaders/terrain.glsl
CHANGED
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@@ -628,7 +628,7 @@ highp float composeHeight(vec3 dir0, highp vec2 faceLocal, float tileM){ // W7
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628
628
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// anchorpoints (low reliefMul = flat plains, non-mtn, non-wet, non-cold). Fades to zero
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629
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 *
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631
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+
h += snoise3(dir0 * 1200.0) * flatGate * uDetailOverlay * 20.0;
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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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