mapspinner 0.1.51 → 0.1.53

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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": "0.1.51",
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+ "version": "0.1.53",
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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": {
package/src/gl-render.js CHANGED
@@ -788,7 +788,12 @@ export async function initMapspinnerRender(gl, opts = {}) {
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  // extends the horizon to tens of km at low altitude so near-shore relief stays in view (negligible
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  // depth-precision cost: 500m vs R~6.37e6). Both the cull and the draw use this (single source).
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  const RHORIZON = R - 500.0;
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- const horizon = Math.sqrt(Math.max(0.0, camDist*camDist - RHORIZON*RHORIZON));
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+ // UNDERWATER FAR-PLANE FIX (user 2026-06-14 'at -214m visible, at -500m it disappears'): when the
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+ // camera is more than 500m below sea level, camDist < RHORIZON so the sea-level horizon is imaginary
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+ // (-> 0) and alt is negative; the old max(horizon, alt*8) then collapsed the far plane to ~0 and the
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+ // whole scene vanished past -500m deep (= the 'ocean looks shallow/empty' when exploring). Floor the
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+ // far reach to 60km when submerged so the seabed + the underwater view stay visible.
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+ const horizon = (camDist > RHORIZON) ? Math.sqrt(camDist*camDist - RHORIZON*RHORIZON) : 60000.0;
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  // MATCH render()'s near exactly (2026-06-14 jank fix): the cull frustum must use the SAME near
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  // as the draw frustum, else behind-limb/screen-AABB culling diverges from what is actually drawn
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  // at the deck (cull near was max(*0.1,0.1) while render used the <2m 0.05 branch).
@@ -831,7 +836,12 @@ export async function initMapspinnerRender(gl, opts = {}) {
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  // extends the horizon to tens of km at low altitude so near-shore relief stays in view (negligible
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  // depth-precision cost: 500m vs R~6.37e6). Both the cull and the draw use this (single source).
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  const RHORIZON = R - 500.0;
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- const horizon = Math.sqrt(Math.max(0.0, camDist*camDist - RHORIZON*RHORIZON));
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+ // UNDERWATER FAR-PLANE FIX (user 2026-06-14 'at -214m visible, at -500m it disappears'): when the
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+ // camera is more than 500m below sea level, camDist < RHORIZON so the sea-level horizon is imaginary
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+ // (-> 0) and alt is negative; the old max(horizon, alt*8) then collapsed the far plane to ~0 and the
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+ // whole scene vanished past -500m deep (= the 'ocean looks shallow/empty' when exploring). Floor the
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+ // far reach to 60km when submerged so the seabed + the underwater view stay visible.
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+ const horizon = (camDist > RHORIZON) ? Math.sqrt(camDist*camDist - RHORIZON*RHORIZON) : 60000.0;
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  const near = altAboveTerrain < 2.0 ? 0.05 : Math.max(altAboveTerrain * 0.1, 0.05);
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  const _fBlend = Math.min(1.0, Math.max(0.0, (alt - 500000.0) / 4500000.0));
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  const farGround = Math.max(horizon, alt * 8.0);
@@ -2179,10 +2179,17 @@ void main() {
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  // under the ocean'): the old absorb (4,0.8,0.3)/km + a 50->500m hard fog fade closed the view to
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  // opaque blue within ~500m. Lower the coefficients (still red-first absorption) and push the hard
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  // fade to ~3-15km so the seabed landscape is explorable; red still fades fast (realistic blue cast).
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- vec3 absorb = vec3(1.0, 0.30, 0.15) * (1.0 + depth * 0.0002);
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+ // MUCH CLEARER (user 2026-06-14 'we cant see the ocean floor properly'): the deep-ocean floor is
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+ // km below, so even 'clear' (1.0/0.30/0.15) water + a 3-15km fade hid it. Drop the coefficients
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+ // hard and push the fade to ~10-50km so the ocean FLOOR reads as terrain from a long way off
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+ // (game-clarity over physical realism; red still absorbs first for a natural blue-green cast).
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+ // FOG 10x LESS (user 2026-06-14 'make the fog 10x less / doesnt look right under the water'):
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+ // extinction /10 and the hard fade pushed 10x out so the ocean floor reads clearly from a long
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+ // way off with only a faint blue tint, not a wash of fog.
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+ vec3 absorb = vec3(0.035, 0.010, 0.005) * (1.0 + depth * 0.0001);
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  vec3 uwTrans = exp(-absorb * dKm);
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- vec3 uwFog = vec3(0.004, 0.10, 0.22) + vec3(0.0, 0.02, 0.04) * depth / 1000.0;
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- color = mix(color * uwTrans + uwFog * (1.0 - uwTrans), uwFog, smoothstep(3000.0, 15000.0, dKm * 1000.0));
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+ vec3 uwFog = vec3(0.004, 0.09, 0.18) + vec3(0.0, 0.015, 0.03) * depth / 1000.0;
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+ color = mix(color * uwTrans + uwFog * (1.0 - uwTrans), uwFog, smoothstep(100000.0, 500000.0, dKm * 1000.0));
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  }
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  // RIVERS post-lighting (witnessed browser-2115/2118: the river-blue in ALBEDO is multiplied
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  // by the warm sun irradiance (sunIrr.b is low) so land rivers lose their blue in the lit