mapspinner 0.1.28 → 0.1.30
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package/package.json
CHANGED
package/src/shaders/terrain.glsl
CHANGED
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@@ -1871,7 +1871,7 @@ void main() {
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1871
1871
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// no extra sampling, seam-safe, zero FPS cost vs the old single-term version.
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float aoAmt = (uAoAmt > 0.0 ? uAoAmt : 1.0);
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float gorgeAO = 0.0; // canyon AO decoupled (user 2026-06-10: canyons impose ELEVATION only, no material/AO keying)
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1874
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-
float slopeAO = smoothstep(0.
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1874
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float slopeAO = smoothstep(0.05, 0.55, slope) * 0.35; // gentle-slope AO reveals midday relief (0.20->0.90 from 0.45->0.95, peak 0.35)
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float cliffAO = 1.0 - min(gorgeAO + slopeAO, 0.75) * aoAmt; // cap so faces never go black
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// STRONGER NORMAL-DRIVEN SHADING (user 2026-06-03: 'normals arent affecting the lit view properly').
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// The lit relief was too subtle (witnessed litON SD 6.4 vs flat 5.9 = only ~8% contrast) because
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@@ -37,13 +37,13 @@ const DEFAULTS = {
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bcLowland: [0.20,0.34,0.15], bcGrass: [0.26,0.40,0.17], bcRock: [0.52,0.43,0.34], // bcRock -> a clearly WARMER TAN-GREY (R>G>B) so it reads as ROCK when lit, not olive-green (the [0.46,0.42,0.37] near-grey read green next to the biome). state.biome OVERRIDES gl-render defaults via window.__gen.
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bcSnow: [0.92,0.94,0.97],
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bandEdgesLo: [150.0,1200.0], bandEdgesHi: [3500.0,6500.0], snowEdges: [6000.0,8500.0], // 8000/10500->6000/8500 (user 2026-06-11 'snowy mountains disappeared' -- see gl-render snowEdges note) // snowEdges 5200/7000->8000/10500 (user 2026-06-10 'entire terrain white': the rock-by-height fix unmasked snow gates tuned pre-4x; full snow from 5.2km whitened the 11.6km massifs; coldSnow onset = snowEdges.x*0.5 follows) // bandEdgesHi 1600/3200->3500/6500 (user 2026-06-10 'rockface everywhere'): tuned on the pre-4x terrain; with 11.6km peaks everything above 3200m read rock BY HEIGHT alone -- rescale the treeline to the new elevation range
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40
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-
seaDepthM: 3000.0, slopeRock: [0.
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+
seaDepthM: 3000.0, slopeRock: [0.0,0.3], // [0.0,0.3] USER-SET 2026-06-13
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},
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// REAL-WORLD LOOK overhaul (terraformable lighting/shading levers; applyShaderGlobals sets window
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// globals; gl-render reads them via _g()). Beer-Lambert ocean, biome sat, mottle, sky-fill relief,
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// terminator glow, night floor + earthshine, exposure + post-ACES Look.
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look: {
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exposure: 1.0, skyFill: 0.45, biomeSat: 0.72, variationAmt: 0.04, colorVar: 0.5, vertexAO: 1.0, // variationAmt 0.08->0.04 (user 2026-06-10 'blotchy': the ~50km value mottle painted light/dark patches across the massifs)
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exposure: 1.0, skyFill: 0.45, biomeSat: 0.72, variationAmt: 0.04, colorVar: 0.5, vertexAO: 1.0, reliefShade: 2.0, // variationAmt 0.08->0.04 (user 2026-06-10 'blotchy': the ~50km value mottle painted light/dark patches across the massifs)
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nightFloor: 0.16, termWidth: 0.25, terminatorGlow: 0.30, lookSat: 1.15, lookContrast: 1.08, // nightFloor 0.05->0.16: no black night terrain (2026-06-09)
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detailOverlay: 6.0, hazeMul: 0.65, // 2026-06-10 'pale hazy + featureless': perlin-everywhere albedo+elevation fbm (user-tuned 6) + aerial-perspective strength cut
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ocean: { deep: [0.008,0.025,0.06], shallow: [0.07,0.22,0.26], k: [0.030,0.012,0.0045] },
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@@ -74,6 +74,7 @@ function applyShaderGlobals(state){
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if(L.detailOverlay != null) window.__detailOverlay = L.detailOverlay;
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if(L.hazeMul != null) window.__hazeMul = L.hazeMul;
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if(L.vertexAO != null) window.__vertexAO = L.vertexAO;
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if(L.reliefShade != null) window.__reliefShade = L.reliefShade;
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window.__terminatorGlow = L.terminatorGlow; window.__lookSat = L.lookSat; window.__lookContrast = L.lookContrast;
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// gl-render reads window['__'+uniformName] (gl-render.js o3 helper) -> the globals must carry
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// the 'u' prefix (__uOceanDeep, not __oceanDeep); the unprefixed names were dead levers.
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