mapspinner 0.1.54 → 0.1.55

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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": "0.1.54",
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+ "version": "0.1.55",
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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": {
@@ -143,7 +143,7 @@ float snoise3(highp vec3 P){ highp vec3 i=floor(P),f=fract(P); highp vec3 u=f*f*
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  // the same class as the historical snoise3-in-VS-only bug). Pure fn of world dir -> seam-safe +
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  // LOD-invariant. Each has an EROSION profile: a wide graded shoulder/valley/bench that blends into
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  // terrain plus a deeper core, and returns a wet/depth mask the FS colours.
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- const float LAKE_CARVE_DEPTH = 90.0; // metres of bowl depth at basin centre
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+ const float LAKE_CARVE_DEPTH = 220.0; // 90->220 metres of bowl depth (user 2026-06-14 'lakes super shallow+flat'): deeper basins
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  float lakeBasinField(vec3 dir){ return 0.5 + 0.5 * snoise3(dir * 55.0 + vec3(4.0, 9.0, 1.0)); }
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  float lakeCarveM(vec3 dir, out float wet){
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  float basin = lakeBasinField(dir);
@@ -186,7 +186,7 @@ float inciseRidgeField(vec3 d, float baseFreq, float freqMul){
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  }
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  return sum / norm; // ->1 on the channel network
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  }
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- const float RIVER_INCISE_DEPTH = 120.0; // metres at the channel thalweg
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+ const float RIVER_INCISE_DEPTH = 280.0; // 120->280 metres at the channel thalweg (user 2026-06-14 'rivers/channels super shallow+flat'): deeper incision
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  float riverRidgeField(vec3 dir){ return inciseRidgeField(normalize(dir), 40.0, 2.03); }
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  float riverCarveM(vec3 dir, out float wet){
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  float ridge = riverRidgeField(dir);
@@ -2220,8 +2220,10 @@ void main() {
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  // bypasses it via vH<0). Gating on vWaterDepth (NOT the whole carve mask) makes the water LINE UP
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  // with the flat carved surface -- the graded erosion banks above the waterline stay dry land.
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  if (vH >= 0.0 && vWaterDepth > 0.0) {
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- // submergence 0..1 over ~0..40m -> shoreline (thin water, terrain shows through) to deep.
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- float sub = clamp(vWaterDepth / 40.0, 0.0, 1.0);
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+ // submergence 0..1 over ~0..160m (40->160, user 2026-06-14 'water super shallow+flat'): the color
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+ // saturated at 40m so every deeper lake/river read one flat tone; stretch it so depth shows as a
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+ // shallow-edge -> deep-center gradient (thin transparent rim, deep dark center).
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+ float sub = clamp(vWaterDepth / 160.0, 0.0, 1.0);
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  // wave-perturbed water normal (small inland ripple), same tangent frame as the ground.
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  highp vec3 wOriginL = floor(camWorld / 1024.0) * 1024.0; // W7: ~6.4e6 m snapped anchor -> highp
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  highp vec2 wpL = vec2(dot(vWorld - wOriginL, ux), dot(vWorld - wOriginL, uy)); // W7: highp camera-relative wave coord