mapspinner 0.1.43 → 0.1.44
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 +6 -1
- package/src/shaders/terrain.glsl +6 -1
package/package.json
CHANGED
package/src/gl-render.js
CHANGED
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@@ -1109,7 +1109,12 @@ export async function initMapspinnerRender(gl, opts = {}) {
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1109
1109
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// seabed, so the depth test culled the water across entire shorelines. Level-9 cells
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1110
1110
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// (~1.6km) sag ~5cm, far under any visible bathymetry, still ~16-64x fewer water verts
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1111
1111
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// than the deep terrain leaves.
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1112
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-
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1112
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// WCAP 9 -> 11 (user 2026-06-14 'water lines still jagged and square, doesnt meet land properly'):
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1113
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// the water-pass `if(vH>1.0) discard` keys off the water mesh's COARSE interpolated seabed height,
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1114
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// so the discarded waterline stepped at ~1.6km (level-9) cells = square/jagged edges that didn't
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1115
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// follow the fine seabed coastline. Level-11 cells (~400m) -> ~4x finer waterline. Water-vertex
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1116
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// cost rises (watch FPS); still far fewer verts than the full-LOD terrain leaves.
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1117
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const WCAP = 11;
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1113
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// OWN persistent buffer (instBufWater) + static-frame skip: on an unchanged quad set, reuse the
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1114
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// cached water instances (skip the dedup Set-loop + Float32Array + bufferData). Separate buffer
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1115
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// means the terrain pass never clobbers it (the prior water-as-terrain regression root).
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package/src/shaders/terrain.glsl
CHANGED
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@@ -1579,8 +1579,13 @@ void main() {
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mappedW = clamp((mappedW - 0.5) * uLookContrast + 0.5, 0.0, 1.0);
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1580
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// coverage: optically thick water -> opaque; first metres see-through; grazing fresnel and
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1581
1581
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// foam are opaque regardless of depth; feather the exact waterline contact.
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1582
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// THIN WATER STAYS CLEAR (user 2026-06-14 'water isnt transparent where its thin'): the grazing
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1583
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// fresnel forced shallow water OPAQUE even looking across a shoreline. Gate fresnel opacity by a
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1584
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// depth ramp so thin water shows the bed regardless of view angle; foam + Beer-Lambert depth
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1585
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// opacity stay so deep/foamy water still reads solid.
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1586
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float shallowClear = smoothstep(0.0, 6.0, depthM); // 0 in thin water -> clear; 1 by ~6m -> full fresnel
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float alphaW = clamp(1.0 - Tavg, 0.0, 1.0);
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1583
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-
alphaW = max(alphaW, fres * 0.9);
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1588
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alphaW = max(alphaW, fres * 0.9 * shallowClear);
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alphaW = max(alphaW, foamAmt * 0.8);
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// SHALLOW-SURFACE FLOOR (2026-06-11, found by the coast witness after the shelf landed):
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// the continental shelf keeps water metres-deep for kilometres, where Beer-Lambert alpha
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