mapspinner 0.1.41 → 0.1.42
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/bash.exe.stackdump +28 -0
- package/package.json +1 -1
- package/src/gl-render.js +6 -2
- package/src/shaders/terrain.glsl +7 -3
- package/src/terrain-gen-controls.js +2 -2
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@@ -0,0 +1,28 @@
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Stack trace:
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Frame Function Args
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0007FFFFA9C0 00021005FEBA (000210285F48, 00021026AB6E, 000000000000, 0007FFFF98C0) msys-2.0.dll+0x1FEBA
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0007FFFFA9C0 0002100467F9 (000000000000, 000000000000, 000000000000, 0007FFFFAC98) msys-2.0.dll+0x67F9
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0007FFFFA9C0 000210046832 (000210285FF9, 0007FFFFA878, 000000000000, 000000000000) msys-2.0.dll+0x6832
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0007FFFFA9C0 000210068F86 (000000000000, 000000000000, 000000000000, 000000000000) msys-2.0.dll+0x28F86
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0007FFFFA9C0 0002100690B4 (0007FFFFA9D0, 000000000000, 000000000000, 000000000000) msys-2.0.dll+0x290B4
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0007FFFFACA0 00021006A49D (0007FFFFA9D0, 000000000000, 000000000000, 000000000000) msys-2.0.dll+0x2A49D
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End of stack trace
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Loaded modules:
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11
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000100400000 bash.exe
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12
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7FFFAD120000 ntdll.dll
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7FFFABF70000 KERNEL32.DLL
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14
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7FFFAAA90000 KERNELBASE.dll
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7FFFAC040000 USER32.dll
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000210040000 msys-2.0.dll
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7FFFAA440000 win32u.dll
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7FFFAC210000 GDI32.dll
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7FFFAA6B0000 gdi32full.dll
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7FFFAA9E0000 msvcp_win.dll
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21
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7FFFAA7E0000 ucrtbase.dll
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22
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7FFFABA60000 advapi32.dll
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23
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7FFFAAF30000 msvcrt.dll
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24
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7FFFAB070000 sechost.dll
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7FFFAC240000 RPCRT4.dll
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26
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7FFFA9990000 CRYPTBASE.DLL
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27
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7FFFAA930000 bcryptPrimitives.dll
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28
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7FFFAC710000 IMM32.DLL
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package/package.json
CHANGED
package/src/gl-render.js
CHANGED
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@@ -655,8 +655,12 @@ export async function initMapspinnerRender(gl, opts = {}) {
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655
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// The analytic single-scatter radiance is HDR with small magnitudes; lift then
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656
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// ACES tonemap (matches the WebGPU sky pass family). EXPOSURE tuned so the limb
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// glow + daylit sky read as an atmosphere without blowing out.
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658
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vec3 c = radiance *
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658
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vec3 c = radiance * 105.0; // 120->105: trim exposure so the bright daytime sky stops clipping to white
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vec3 mapped = clamp((c*(2.51*c+0.03))/(c*(2.43*c+0.59)+0.14), 0.0, 1.0); // ACES
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660
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// DAY SKY TOO WHITE (user 2026-06-14): ACES desaturates the bright daylit sky toward white. Push
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661
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// saturation back up so the day sky reads BLUE (sun disc stays white -- it is already near-neutral).
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662
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float skyLum = dot(mapped, vec3(0.2126, 0.7152, 0.0722));
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mapped = clamp(mix(vec3(skyLum), mapped, 1.35), 0.0, 1.0);
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fragColor = vec4(pow(mapped, vec3(1.0/2.2)) * uSkyFade, 1.0);
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}`;
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function rawShader(type, source){ const s=gl.createShader(type); gl.shaderSource(s, source); gl.compileShader(s);
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@@ -993,7 +997,7 @@ export async function initMapspinnerRender(gl, opts = {}) {
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gl.uniform1f(U('uLookSat'), _g('lookSat', 1.15));
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gl.uniform1f(U('uLookContrast'), _g('lookContrast', 1.08));
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{ const o3=(n,d)=>{ const w=(typeof window!=='undefined'&&window['__'+n])||null; const v=(Array.isArray(w)&&w.length===3)?w:d; gl.uniform3f(U(n), v[0],v[1],v[2]); };
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996
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o3('uOceanDeep',[0.008,0.025,0.06]); o3('uOceanShallow',[0.07,0.22,0.26]); o3('uOceanK',[0.
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1000
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o3('uOceanDeep',[0.008,0.025,0.06]); o3('uOceanShallow',[0.07,0.22,0.26]); o3('uOceanK',[0.016,0.007,0.0028]); } // K halved (user 2026-06-14 'see the land under the water properly') = clearer water, bed visible through shallow/medium depth; deep basins still opaque
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// (the continuous broad-shape field is now always on - the single terrain shape source -
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// so its old on/off lever uniform was removed from terrain.glsl; nothing to set here.)
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// LIVE biome ramp (window.__gen.state.biome, else tuned defaults) -- full-adjustability.
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package/src/shaders/terrain.glsl
CHANGED
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@@ -1582,8 +1582,12 @@ void main() {
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// ~0 and nadir fresnel ~0 made the whole shoreline INVISIBLE (coverage 0 at a bisected
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// waterline pose). Real shallow water still shows its surface (sky reflection + ripple):
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// floor the opacity once genuinely submerged so shorelines read as water.
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// SHALLOW TRANSPARENCY (user 2026-06-14: 'water fully transparent where it meets land, see the
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// bed through it'): floor cut 0.30->0.12 and pushed deeper (start 1.5m) so the bed shows through
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1587
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// the shoreline + shallows; deeper water still goes opaque via Beer-Lambert (1-Tavg). The contact
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1588
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// fade is widened (0->3m) so the exact waterline is clear, not a hard opaque rim.
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1589
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alphaW = max(alphaW, 0.12 * smoothstep(1.5, 8.0, depthM));
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alphaW *= smoothstep(0.0, 3.0, depthM);
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fragColor = vec4(pow(mappedW, vec3(1.0 / 2.2)), alphaW);
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return;
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}
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@@ -1746,7 +1750,7 @@ void main() {
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// WIDENED TRANSITION (2026-06-13): srLo+0.2 -> srLo+0.4 so rock/grass and rock/sand/snow
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// boundaries have a wider blend band — the slope gradient between materials is no longer
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// a ~0.2-unit hard step but a ~0.4-unit gradual fade.
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float srLo = max(slopeRock.x, 0.05), srHi = max(slopeRock.y, srLo + 0.
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float srLo = max(slopeRock.x, 0.05), srHi = max(slopeRock.y, srLo + 0.25); // 0.18->0.10->0.05 lo; band +0.35->+0.25 (user 2026-06-14 repeated 'rock face angle more sensitive'): rock fully engages by a GENTLER slope. Stays above truly-flat (rockSlope~0).
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float wRockSlope = smoothstep(mix(srLo, 0.50, sandRegion), mix(srHi, 0.70, sandRegion), rockSlope);
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// WARPED BIOME BAND EDGES (user 2026-06-14: the snow/rock lines were STRAIGHT horizontal contours
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// viewed side-on; the vTexWarp domain warp was too low-freq (>1.8km waves = ~constant over one
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@@ -37,7 +37,7 @@ 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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seaDepthM: 3000.0, slopeRock: [0.0,0.
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seaDepthM: 3000.0, slopeRock: [0.0,0.22], // hi 0.3->0.22 (user 2026-06-14 'rock face angle more sensitive, gentler slopes turn to rock'): rock fully engages by ~0.22 slope; lo stays 0.0 so truly-flat (rockSlope~0) keeps grass
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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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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.
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ocean: { deep: [0.008,0.025,0.06], shallow: [0.07,0.22,0.26], k: [0.016,0.007,0.0028] }, // k halved (user 2026-06-14 'see the land under the water'): clearer water, bed visible through shallow/medium depth. OVERRIDES the gl-render uOceanK default via window.__uOceanK.
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},
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// HPF band scales (multipliers on the anchor-field band base values; anchor-field.setBandScales).
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hpf: {
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