mapspinner 0.1.30 → 0.1.32
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/gl-render.js +2 -2
- package/src/terrain-gen-controls.js +1 -1
package/package.json
CHANGED
package/src/gl-render.js
CHANGED
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@@ -797,9 +797,9 @@ export async function initMapspinnerRender(gl, opts = {}) {
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797
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}
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gl.uniform1f(U('uHasSurfTex'), hasSurf ? 1.0 : 0.0);
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gl.uniform1f(U('uTexTileM'), _g('texTile', 2400.0)); // metres per repeat (user: 24m read as noise/rock -- 100x bigger)
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800
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-
gl.uniform1f(U('uTexNrmK'), _g('texNrmK',
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800
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+
gl.uniform1f(U('uTexNrmK'), _g('texNrmK', 1.5)); // 0.8 -> 3.0 (user 2026-06-11 'displacement normals must be THE texture normals'), 3.0->1.5 (2026-06-13 'texture displacement far too obvious vs elevation')
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gl.uniform1f(U('uTexMix'), _g('texMix', 0.85)); // splat blend amount (0 = off)
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-
gl.uniform1f(U('uTexWarp'), _g('texWarp', 0.
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+
gl.uniform1f(U('uTexWarp'), _g('texWarp', 0.23)); // anti-repetition warp amplitude (-30% from 0.325, grass warp too intense)
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gl.uniform1f(U('uTexPhoto'), _g('texPhoto', 0.0)); // raw photo-color fraction (0 = patch matches the macro shade exactly)
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gl.uniform1f(U('uTexPhotoNear'), _g('texPhotoNear', 0.45)); // near-field material identity (photo hue at macro luminance; user 2026-06-12 'must be either grass or sand')
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gl.uniform4f(U('uSurfMeanL'), _surfMeanL[0], _surfMeanL[1], _surfMeanL[2], _surfMeanL[3]); // per-layer mean linear luminance (shade-match divisor)
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@@ -43,7 +43,7 @@ const DEFAULTS = {
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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, reliefShade: 2.
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+
exposure: 1.0, skyFill: 0.45, biomeSat: 0.72, variationAmt: 0.04, colorVar: 0.5, vertexAO: 1.0, reliefShade: 2.5, // 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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