mapspinner 0.1.49 → 0.1.50
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- package/package.json +1 -1
- package/src/shaders/terrain.glsl +13 -6
package/package.json
CHANGED
package/src/shaders/terrain.glsl
CHANGED
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@@ -631,10 +631,14 @@ highp float composeHeight(vec3 dir0, highp vec2 faceLocal, float tileM){ // W7
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631
631
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// whole ocean into 'almost-land everywhere', user 2026-06-14) with the flat-at-waterline curve so
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632
632
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// both sides meet the waterline at slope 0 (no crease); beyond SEABED_EASE the true bathymetry
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633
633
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// resumes so the ocean goes DEEP.
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634
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-
const highp float SEABED_EASE =
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634
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+
const highp float SEABED_EASE = 120.0; // metres of depth flattened at the shore (decoupled from the land beach)
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635
635
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highp float d0 = -h;
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636
636
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highp float d = (d0 < SEABED_EASE) ? (d0 * d0 / SEABED_EASE) * (2.0 - d0 / SEABED_EASE) : d0;
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637
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-
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637
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+
// STEEPER DROP-OFF (user 2026-06-14 'seabed flat/close to waterline; steeper + more relief'):
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638
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// narrow shelf 500->150m raw, steeper shelf 0.24->0.6, steeper continental slope 1.19->1.5 so the
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639
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// seabed plunges to deep water just offshore (less flat shallow shelf) and the deep bathymetry
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640
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// carries 1.5x the bShape relief = more dramatic underwater terrain to explore.
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641
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h = -(min(d, 150.0) * 0.6 + max(d - 150.0, 0.0) * 1.5);
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638
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h = max(h, -11000.0); // cap depth at Mariana Trench (~11km)
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639
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} else {
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640
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// LAND COASTAL SHELF (user 2026-06-14: 'beaches not wide enough'): the underwater shelf above
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@@ -652,7 +656,10 @@ highp float composeHeight(vec3 dir0, highp vec2 faceLocal, float tileM){ // W7
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652
656
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}
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653
657
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// displacement now continues UNDERWATER (the old land-only gate served the flat-clamped ocean,
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654
658
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// gone since 026d530): the seabed carries the same micro-relief as land = realistic continuation.
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655
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-
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659
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+
// SEABED RELIEF BOOST (user 2026-06-14 'more relief' to explore): amplify the micro-relief with DEPTH
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660
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// (1x at the shore -> 2.2x by 600m down) so the deep seabed is rugged/interesting, while shallow water
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661
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// stays calm so the boost never lifts the bed toward sea level (no 'almost-land').
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662
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h += vDisp * mix(1.0, 2.2, clamp((h + 50.0) / -550.0, 0.0, 1.0));
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656
663
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// PERLIN-EVERYWHERE ELEVATION (user 2026-06-10 'it must also affect elevation'): the same detailFbm
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657
664
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// the FS albedo overlay shows, as real relief (~30m per lever unit -> ~180m at the user-tuned 6).
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658
665
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// Shore-gated (fades in over the first 250m of land) so the coastline and the flat water planes are
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@@ -862,17 +869,17 @@ void main() {
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869
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// shelf/slope bathymetry remap + underwater displacement -- MUST mirror composeHeight exactly
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863
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// (this is the FS-material running value; composeHeight is the geometry/probe height).
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864
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if (vH < 0.0) {
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865
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-
const highp float SEABED_EASE =
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872
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const highp float SEABED_EASE = 120.0; // mirror composeHeight: narrow waterline ease, deep ocean beyond
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highp float dSea0 = -vH;
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highp float dSea = (dSea0 < SEABED_EASE) ? (dSea0 * dSea0 / SEABED_EASE) * (2.0 - dSea0 / SEABED_EASE) : dSea0;
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868
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-
vH = -(min(dSea,
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875
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vH = -(min(dSea, 150.0) * 0.6 + max(dSea - 150.0, 0.0) * 1.5); // steeper drop-off (mirror composeHeight)
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vH = max(vH, -11000.0); // cap depth at Mariana Trench (~11km)
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870
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} else {
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highp float bShelf = uBeachShelfM > 1.0 ? uBeachShelfM : 600.0; // LAND COASTAL SHELF -- mirror composeHeight exactly (wide beach, user 2026-06-14); guard stale/unset uniform
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if (vH < bShelf) vH = (vH * vH / bShelf) * (2.0 - vH / bShelf); // C1-continuous (mirror composeHeight) -- removes the beach-top slope kink / hard shading line
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873
880
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}
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875
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-
vH += vDisp;
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882
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+
vH += vDisp * mix(1.0, 2.2, clamp((vH + 50.0) / -550.0, 0.0, 1.0)); // seabed relief boost (mirror composeHeight)
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876
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vH += detailFbm(dir0) * uDetailOverlay * 30.0 * step(0.0, vH);
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877
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// FLAT-AREA VALLEY NETWORKS + LAKES (user 2026-06-13): incised valley systems in low-relief
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878
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// plains -- must mirror composeHeight for FS material consistency.
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