mapspinner 0.1.59 → 0.1.61
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/shaders/terrain.glsl +49 -59
package/package.json
CHANGED
package/src/shaders/terrain.glsl
CHANGED
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@@ -1237,7 +1237,11 @@ uniform vec4 uSurfMeanL; // per-layer mean linear luminance of the photo col
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1237
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// binary boundary snaps material across wide areas instead of softly interfingering, and the high-freq
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1238
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// octave aliased on bright materials. Reverted to the clean smoothstep boundaries; a non-aliasing
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// 'interesting boundary' technique (e.g. a wide soft transition material band) is a separate future task.
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1240
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vec3 terrainAlbedo(float h, float slope, float rockSlope, highp vec3 worldPos) { // highp: worldPos feeds normalize(worldPos)*freq noise UVs -- mediump would scramble the lattice at close range
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1240
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vec3 terrainAlbedo(float h, float slope, float rockSlope, highp vec3 worldPos, float pxW) { // highp: worldPos feeds normalize(worldPos)*freq noise UVs -- mediump would scramble the lattice at close range
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1241
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// DISTANCE-WIDENED rock-slope band (user 2026-06-14 'hard edge to rock slopes at a distance'): the
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1242
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// close-up height-blend doesn't run far off, so the macro slope gate showed a hard edge. Widen its
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// upper threshold with distance so the rock->grass slope boundary fades softly when it's far.
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float rockWiden = smoothstep(20.0, 500.0, pxW) * 0.20;
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vec3 c;
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if (h < 0.0) {
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// SEABED CONTINUES AS LAND MATERIAL (user 2026-06-11 'instead of turning terrain into water,
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@@ -1258,7 +1262,7 @@ vec3 terrainAlbedo(float h, float slope, float rockSlope, highp vec3 worldPos) {
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float bandWarp = (snoise3(bww * 210.0) * 1.0 + snoise3(bww * 560.0) * 0.5 + snoise3(bww * 1450.0) * 0.25) * 720.0;
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c = mix(c, bcRock, smoothstep(bandEdgesHi.x + bandWarp, bandEdgesHi.y + bandWarp, h));
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c = mix(c, bcSnow, smoothstep(snowEdges.x + bandWarp, snowEdges.y + bandWarp, h));
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c = mix(c, bcRock, smoothstep(slopeRock.x, slopeRock.y, rockSlope) * step(0.0, h));
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c = mix(c, bcRock, smoothstep(slopeRock.x, slopeRock.y + rockWiden, rockSlope) * step(0.0, h));
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// OLD PROCEDURAL GREY ROCKFACE DELETED (max-speed sweep 2026-06-10, user 'replace the original
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// rock completely'): the photo-rock splat owns steep faces; the 3-tap grey fBm fallback is gone.
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}
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@@ -1300,7 +1304,7 @@ vec3 biomeColor(float temp, float humid) {
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// FOREST vs MEADOW split (user: they must look distinct, not one green). A CRISPER humidity
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// boundary (0.48->0.56, was 0.46->0.66) so meadow (drier-temperate) and forest (wetter) read
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// as DISTINCT adjacent regions instead of a long ambiguous blend; very-wet deepens to canopy.
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-
float wet = smoothstep(0.
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float wet = smoothstep(0.40, 0.66, humid); // WIDENED 0.48-0.56 -> 0.40-0.66 (user 2026-06-14 'hard lines between light and dark grass'): soft meadow<->forest blend, not a crisp line
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float veryWet = smoothstep(0.62, 0.80, humid);
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vec3 c = MEADOW; // temperate mid-humidity default
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c = mix(c, FOREST, wet); // wet -> forest (crisp boundary)
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@@ -1391,7 +1395,7 @@ float canyonMask(vec3 worldPos, float h, float temp, float humid, float px, out
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#endif // biomeClassColor/riverMask/canyonMask: DEBUGVIEW-only (called solely from displayMode blocks) -- excluded from render FS cold-compile (FS-2, workflow w4y1bnrqc)
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vec3 terrainAlbedoClimate(float h, float slope, float rockSlope, float temp, float humid, highp vec3 worldPos, float pxWorld) { // highp: worldPos feeds normalize(worldPos)*freq noise UVs (mottle/river/canyon ridge) -- mediump scrambles the lattice up close
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vec3 c = terrainAlbedo(h, slope, rockSlope, worldPos);
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vec3 c = terrainAlbedo(h, slope, rockSlope, worldPos, pxWorld);
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if (h < 0.0) {
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// SEA ICE: near-polar ocean (very cold) freezes to white-blue pack ice. Pure fn of the
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// anchor temp -> seam-safe; the soft threshold gives an irregular (not hard-zonal) margin.
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@@ -1872,63 +1876,46 @@ void main() {
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// samples through this shared wt, so the warp cannot layer or double-apply.
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wt += vTexWarp * uTexWarp;
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vec3 tw = abs(n); tw = tw * tw; tw /= (tw.x + tw.y + tw.z + 1e-4);
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-
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vec3 nrmA = surfTriNrm(uSurfNrm, wt, tw, lA, n);
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float bAB = clamp(wA / max(wA + wB, 1e-4), 0.0, 1.0);
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vec4 texAlb = albA; vec3 texNrm = nrmA;
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if (wB > 0.02) { // second layer only where a real transition exists (saves 6 taps elsewhere)
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vec4 albB = surfTriTap(uSurfAlb, wt, tw, lB);
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vec3 nrmB = surfTriNrm(uSurfNrm, wt, tw, lB, n);
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// displacement-sharpened transition -- WEIGHT-DOMINANT (user 2026-06-10 'large patches
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// of rock texture in mountains, not slope-keyed'): the old (hA-hB)*4 let the texture's
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// 2.4km displacement features decide the material outright wherever the gate weights sat
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// mid-range, so whole displacement blobs flipped to rock. The slope/snow/climate weight
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// now dominates (x3) and displacement only crisps the edge (x0.8) within the true
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// transition band -- material placement is the gates', texture only shapes the seam.
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// displacement term 0.8 -> 0.3 (user 2026-06-11 'still see bowls of rock texture'):
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// 0.8 still let the displacement photo's bowl-shaped blobs flip whole patches to rock
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// inside the transition band; 0.3 only feathers the seam edge.
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// SOFTENED (2026-06-13): transition sharpening reduced 3->1 so grass/rock/sand/snow
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// boundaries hold a natural blend band instead of a hard die-cut line. The 1.0 slope
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// still prefers the dominant layer but leaves a visible transition zone.
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// DISPLACEMENT-DRIVEN GRADIENT for ALL material pairs (user 2026-06-14 'all textures use the
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// displacement to mix the gradient'): height-blend the top-2 layers by their displacement so
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// every boundary (grass/rock, grass/sand, rock/snow...) follows the texture RELIEF = irregular,
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// not a straight gate line. The displacement weight ramps UP close (0.3 -> 1.3 by the deck)
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// where the hard lines show, and stays low far off so the 2.4km photo's bowl features never
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// flip whole patches to rock (the documented bowl-blob lesson -- that was a DISTANT artifact).
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// UNIVERSAL displacement-driven blend (user 2026-06-14 'this must be ALL texture blends -- the
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// rock slope and the biome divisions for height and area, wherever we blend textures'): this
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1902
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// bSharp is the ONE blend between the top-2 splat layers, so it already covers every material
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// pair. WEAKEN the weight term (1.0->0.45) and STRENGTHEN the displacement (-> up to 1.6 close)
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// so the texture RELIEF -- not the gate weight -- decides the local winner over a WIDE weight
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// band: every boundary (slope-rock, height-snow, climate/area-biome, beach) fingers along the
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// texture bumps. Displacement ramps DOWN far off so the 2.4km bowls never flip distant patches.
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float dispW = mix(0.45, 1.6, 1.0 - smoothstep(3.0, 80.0, pxWorld));
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float bSharp = clamp((bAB * 2.0 - 1.0) * 0.45 + (albA.a - albB.a) * dispW + 0.5, 0.0, 1.0);
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texAlb = mix(albB, albA, bSharp);
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texNrm = mix(nrmB, nrmA, bSharp);
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1911
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}
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1912
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// FINE DETAIL OCTAVE (user 2026-06-14 'add one octave at 4x smaller -> world better scaled at
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// 2m'): the base photo tiles at uTexTileM (~2.4km = ~2.3m/texel, smeared at the deck). Sample the
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// SAME dominant material at 4x frequency (~0.6m/texel) and overlay its luminance + normal so
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// close-up the ground gains sub-metre structure. Faded out by ~12m px so it never moires far off.
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// LOW-FREQ = NORMALS ONLY, HIGH-FREQ = TEXTURE + STRONG NORMALS (user 2026-06-14): flatten the
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// base (2.4km) albedo to its luminance so the MACRO biome color carries the chroma -- the base
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// octave contributes only its NORMAL (relief), not color blotches. The 4x detail octave then
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// provides the albedo STRUCTURE + a strong normal.
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texAlb.rgb = vec3(dot(texAlb.rgb, vec3(0.299, 0.587, 0.114))); // low-freq: normals only (albedo -> flat luma)
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const vec3 LUMA = vec3(0.299, 0.587, 0.114);
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float detailFade = (1.0 - smoothstep(1.0, 12.0, pxWorld));
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float bAB = clamp(wA / max(wA + wB, 1e-4), 0.0, 1.0);
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// PER-LAYER material = base octave (NORMALS ONLY -> albedo flattened to luma, macro color carries
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// chroma) + the 4x DETAIL octave (albedo STRUCTURE + strong normal) + a per-layer DISPLACEMENT
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// (coarse base, refined by the 4x near the deck). Each top-2 layer is built FULLY here, then the
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// two are HEIGHT-BLENDED (below) -- so the detail never flips at the boundary (the 'hard lines up
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// close ever since the higher octave' bug = the detail used the dominant layer only).
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vec4 albA = surfTriTap(uSurfAlb, wt, tw, lA);
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vec3 cA = vec3(dot(albA.rgb, LUMA)); vec3 nA = surfTriNrm(uSurfNrm, wt, tw, lA, n); float dispA = albA.a;
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if (detailFade > 0.01) {
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vec4 dA = surfTriTap(uSurfAlb, wt * 4.0, tw, lA);
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cA *= mix(1.0, clamp(dot(dA.rgb, LUMA) / max(dot(cA, LUMA), 0.04), 0.35, 2.4), detailFade * 1.3);
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nA += surfTriNrm(uSurfNrm, wt * 4.0, tw, lA, n) * detailFade * 1.4;
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dispA = mix(dispA, dA.a, detailFade); // fine displacement poke near the deck
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}
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vec4 texAlb = vec4(cA, dispA); vec3 texNrm = nA;
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if (wB > 0.02) { // second layer only where a real transition exists
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vec4 albB = surfTriTap(uSurfAlb, wt, tw, lB);
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vec3 cB = vec3(dot(albB.rgb, LUMA)); vec3 nB = surfTriNrm(uSurfNrm, wt, tw, lB, n); float dispB = albB.a;
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if (detailFade > 0.01) {
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vec4 dB = surfTriTap(uSurfAlb, wt * 4.0, tw, lB);
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cB *= mix(1.0, clamp(dot(dB.rgb, LUMA) / max(dot(cB, LUMA), 0.04), 0.35, 2.4), detailFade * 1.3);
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nB += surfTriNrm(uSurfNrm, wt * 4.0, tw, lB, n) * detailFade * 1.4;
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dispB = mix(dispB, dB.a, detailFade);
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}
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// HEIGHT-BLEND POKE-THROUGH (user 2026-06-14 'each texture's higher areas should poke through
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// the other, offset by the ramp'): each layer's height = its DISPLACEMENT + a weight-ramp
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// offset (so the gate still positions the boundary). The higher height wins, blended over a
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// soft WIDTH so the loser's high bumps still poke through near the ramp -> interlocking
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// fingers, never a hard line. This is the ONE blend for ALL pairs (slope-rock, height-snow,
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1910
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// climate/area-biome, beach). bw widens close-up (where the detail is rich) for a softer mesh.
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float bw = mix(0.12, 0.30, detailFade);
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float hA = dispA + (bAB - 0.5) * 1.1;
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float hB = dispB + (0.5 - bAB) * 1.1;
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float mh = max(hA, hB) - bw;
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float waH = max(hA - mh, 0.0), wbH = max(hB - mh, 0.0);
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float bSharp = waH / max(waH + wbH, 1e-4);
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texAlb = vec4(mix(cB, cA, bSharp), mix(dispB, dispA, bSharp));
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texNrm = mix(nB, nA, bSharp);
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}
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float k = uTexMix * texFarFade;
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// macro-tinted detail (user 2026-06-10 'the textured patch must be tinted to the same shade
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@@ -1957,7 +1944,10 @@ void main() {
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// ground reads unambiguously as its material (grass green / sand tan / rock grey) without the
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// raw photo's darkness ('terrain gets darker' lesson) and without the macro's biome-brown
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// repaint ('neither grass nor sand' defect). Layer-mean normalized like `detail`.
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1960
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-
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1947
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// low-freq albedo is now NORMALS-ONLY (texC is luma structure), so the old raw-photo 'identity'
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1948
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// hue is gone; texIdent == detail = MACRO color * structure (keeps rock its macro tan-grey, not
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1949
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// grey). The 4x detail carries the fine structure for every material.
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vec3 texIdent = texC * (albedo / max(texL, 0.02));
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albedo = clamp(mix(albedo, mix(detail, texIdent, photoF), k), 0.0, 1.0);
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// displacement-normal relief: WORLD-SPACE UDN perturbation from surfTriNrm (each projection
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// plane's tangent axes, not the radial frame). Amplitude capped low (scramble lesson d262b5e);
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