mapspinner 0.1.50 → 0.1.51

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "mapspinner",
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- "version": "0.1.50",
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+ "version": "0.1.51",
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  "description": "WebGL2 Earth-scale terrain rendering SDK for interactive globe applications",
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  "main": "src/index.js",
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  "exports": {
@@ -1391,7 +1391,13 @@ vec3 terrainAlbedoClimate(float h, float slope, float rockSlope, float temp, flo
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  return mix(c, vec3(0.82, 0.88, 0.94), seaIce * 0.9);
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  }
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  // biome weight: full on gentle lowland, fading where rock/snow/steep takes over.
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- float veg = (1.0 - smoothstep(bandEdgesHi.x, bandEdgesHi.y, h)) * (1.0 - smoothstep(slopeRock.x, slopeRock.y, slope));
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+ // VEG SLOPE GATE (user 2026-06-14 'hard line of light grass around rocks'): the gate faded veg over
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+ // `slope` (the macro, gentler) while the ROCK blend keys off `rockSlope` (the raw geometric normal,
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+ // steeper). The two thresholds didn't coincide, so on the approach to a rock the dark biome-green
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+ // vegetation dropped out a beat BEFORE the rock arrived -> a light bare-grass ring. Key veg off the
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+ // SAME rockSlope so vegetation fades EXACTLY as rock fades in -> grass stays dark right up to the
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+ // rock with no light gap, and veg is 0 wherever rock is full (no biome-green bleeding onto rock).
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+ float veg = (1.0 - smoothstep(bandEdgesHi.x, bandEdgesHi.y, h)) * (1.0 - smoothstep(slopeRock.x, slopeRock.y, rockSlope));
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  // ELEVATION + LATITUDE BIOME BIAS (user 2026-06-02: 'the hypsometric ramp should influence biome
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  // distribution, pulling biomes out of their anchor areas a bit for better distribution'). On top
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  // of the anchor climate temp/humid, bias the EFFECTIVE temperature DOWN with elevation (lapse rate