mapspinner 0.1.50 → 0.1.51
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- package/package.json +1 -1
- package/src/shaders/terrain.glsl +7 -1
package/package.json
CHANGED
package/src/shaders/terrain.glsl
CHANGED
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@@ -1391,7 +1391,13 @@ vec3 terrainAlbedoClimate(float h, float slope, float rockSlope, float temp, flo
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1391
1391
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return mix(c, vec3(0.82, 0.88, 0.94), seaIce * 0.9);
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1392
1392
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}
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1393
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// biome weight: full on gentle lowland, fading where rock/snow/steep takes over.
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1394
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-
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1394
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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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1395
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+
// `slope` (the macro, gentler) while the ROCK blend keys off `rockSlope` (the raw geometric normal,
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1396
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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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1397
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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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1398
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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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1399
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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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1400
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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
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