mapspinner 0.1.40 → 0.1.41
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- package/package.json +1 -1
- package/src/shaders/terrain.glsl +1 -1
package/package.json
CHANGED
package/src/shaders/terrain.glsl
CHANGED
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@@ -222,7 +222,7 @@ uniform float uMtnBandWide; // widen mtn=smoothstep(16.8,18.6,ele
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uniform float uClimateRelief; // widen wetLowFlat(0.66,0.9,humid) + coldFlat(0.18,0.34,temp) reliefMul gates
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uniform float uIsleWide; // widen isleZone seaBias gates (50,350)+(900,1600) -> (30,600)+(600,2200)
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uniform float uCarveWide; // widen the river/canyon/lake/dune CLIMATE gates so carve depth fades in over a wide span
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-
float canyonRidgeField(vec3 dir){ return inciseRidgeField(normalize(dir) + vec3(13.7, -4.2, 8.9),
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225
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+
float canyonRidgeField(vec3 dir){ return inciseRidgeField(normalize(dir) + vec3(13.7, -4.2, 8.9), 380.0, 2.07); } // phase offset matches FS canyonMask. baseFreq 380 = ~100km gorge network (user 2026-06-14: doubled 380->760 to restore deck-visible canyons after a 380->96 regression that put gorges ~400km apart = 'missing', then HALVED 760->380 back to the ~100km baseline). Shared VS carve + FS mask -> congruent by construction.
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// CANYON cross-section now reads as a CANYON, not a V-notch: STEEP WALLS + a FLAT FLOOR.
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// wall = a sharp smoothstep band -> the carve drops fast over a narrow ridge interval (the cliff
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// walls), instead of the old gentle bench+gorge blend that made shallow V-troughs.
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