mapspinner 0.1.62 → 0.1.64

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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": "0.1.62",
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+ "version": "0.1.64",
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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
@@ -1051,7 +1051,7 @@ export async function initMapspinnerRender(gl, opts = {}) {
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  gl.uniform1f(U('oceanAmp'), (oc.oceanAmplitude != null) ? oc.oceanAmplitude : 1.0);
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  gl.uniform1f(U('oceanChoppy'), (oc.oceanChoppiness != null) ? oc.oceanChoppiness : 0.5);
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  gl.uniform1f(U('oceanFoam'), (oc.oceanFoam != null) ? oc.oceanFoam : 0.5);
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- gl.uniform1f(U('uBeachTopM'), _g('beachTop', 1000.0)); // beach ceiling: grass stops, sand to the waterline + under it. 30->90 (user 2026-06-14: 3x beach width)
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+ gl.uniform1f(U('uBeachTopM'), _g('beachTop', 80.0)); // beach ceiling: grass stops, sand to the waterline + under it. 30->90 (user 2026-06-14: 3x beach width)
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  // SINGLE INSTANCED DRAW: the deform params that were per-quad uniforms (ox,oy,l,level + face)
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  // are now PER-INSTANCE attributes. Build one interleaved instance buffer [ox,oy,l,level,face]
@@ -1395,6 +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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+ highp vec3 nwp = normalize(worldPos); // hoisted: reused by the mottle + river/canyon ridge dirs (was recomputed)
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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
@@ -1409,7 +1410,13 @@ vec3 terrainAlbedoClimate(float h, float slope, float rockSlope, float temp, flo
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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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+ // BREAK THE VEG RING (user 2026-06-14 'hard separation between dark and light grass, a hard circle
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+ // around mountains'): veg dropped at a clean elevation+slope threshold -> a dark->light grass ring
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+ // circling every peak. Warp BOTH thresholds with ONE cheap noise (~2-3km) so the dark/light grass
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+ // boundary fingers irregularly instead of a contour ring. (Reuses the hoisted nwp; one snoise3.)
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+ float vegN = snoise3(nwp * 2400.0);
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+ float veg = (1.0 - smoothstep(bandEdgesHi.x + vegN * 850.0, bandEdgesHi.y + vegN * 850.0, h))
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+ * (1.0 - smoothstep(slopeRock.x, slopeRock.y + vegN * 0.13, 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
@@ -1430,7 +1437,7 @@ vec3 terrainAlbedoClimate(float h, float slope, float rockSlope, float temp, flo
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  // soil/moisture/vegetation patchiness mottles albedo. Reuse the snoise3 already evaluated for
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  // cliffRock (same normalize(worldPos)*~1k pattern, no new octave) as a VALUE-only multiplier (NO
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  // hue jitter, low 1200 freq -> does NOT reintroduce the per-pixel swamp moire the pipeline removed).
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- float mot = snoise3(normalize(worldPos) * 120.0); // detail-tex-rockface-canyon-10x: *1200->*120 (~10x larger mottle features, user 2026-06-06)
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+ float mot = snoise3(nwp * 120.0); // detail-tex-rockface-canyon-10x: *1200->*120 (~10x larger mottle features, user 2026-06-06)
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  c *= (1.0 + uVariationAmt * mot);
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  // earlier snow/ice on high ground in cold regions.
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  float coldSnow = (1.0 - smoothstep(0.30, 0.75, temp)) * smoothstep(snowEdges.x * 0.5, snowEdges.x, h);
@@ -1480,7 +1487,7 @@ vec3 terrainAlbedoClimate(float h, float slope, float rockSlope, float temp, flo
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  // the deleted 2026-06-01 detail texturing), value-only (no hue shift), and each octave fades out
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  // via a pxWorld Nyquist gate before its features go sub-pixel (no orbit speckle, no leopard band).
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  {
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- highp vec3 od = normalize(worldPos);
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+ highp vec3 od = nwp;
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  float ov = 0.0, oa = 0.0;
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  float fq = 75.0, am = 1.0; // octaves: ~84km / 17km / 3.4km features (halved to match VS detailFbm)
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  int fdOcts = (uFSDetailOcts > 0) ? uFSDetailOcts : 3;
@@ -1538,7 +1545,8 @@ void main() {
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  // PER-FRAGMENT tangent frame from vWorld (the sphere position, C0 across quad edges):
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  // uz = up (radial), ux = normalize(Y x uz), uy = uz x ux. Continuous across adjacent quads
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  // -> no per-quad shading-baseline seam.
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- vec3 uz = normalize(vWorld);
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+ highp vec3 nWorld = normalize(vWorld); // computed ONCE, reused for the tangent up + every band/noise/lighting dir (perf: was ~7 separate normalize() calls)
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+ vec3 uz = nWorld;
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  // AUDIT FIX 2026-06-06 (audit-tangent-frame-degeneracy): the reference axis was a FIXED vec3(0,1,0),
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  // so cross(Y, uz) -> zero-length (NaN normal) wherever uz is parallel to Y -- i.e. the +Y/-Y cube
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  // faces and the poles, exactly 'wrong normals in the wrong places'. Pick the world axis LEAST
@@ -1787,7 +1795,7 @@ void main() {
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  // SHARED biome-band warp pattern (user 2026-06-14: the SAME warping on snow/rock bands AND the
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  // beach->land crossover). 2-oct world-dir noise, 1/4 freq (~13km + ~5km waves). Computed once
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  // here; the snow/rock bandWarp below reuses warpN. highp dir for the lattice precision.
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- highp vec3 bwDir = normalize(vWorld);
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+ highp vec3 bwDir = nWorld;
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  // 3-oct (added the ~1km octave, user 2026-06-14 'make biome bands more interesting') -> the
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  // texture-splat rock/snow/beach edges break into finer fingers as you approach, not a hard band.
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  float warpN = snoise3(bwDir * 3325.0) + 0.5 * snoise3(bwDir * 7750.0) + 0.35 * snoise3(bwDir * 17000.0); // ~ +/-1.8
@@ -1884,14 +1892,22 @@ void main() {
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  // off (= the old low-freq look) -- no second octave, no detailFade. Albedo = luma STRUCTURE (macro
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  // color carries chroma); normal strong (x1.4); displacement drives the height-blend (mips soften
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  // the displacement, and thus the blend, at distance automatically).
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+ // LOW-OCTAVE NORMAL BLEND (user 2026-06-14 'blend the higher octave with the lower octave's
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+ // NORMALS for a less repetitive faraway look -- dont fade it, draw both'): the high octave (wt4)
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+ // tiles tightly so it repeats visibly far off; ADD the low octave (wt, 2.4km, less repetitive)
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+ // NORMAL on top -- ALWAYS, no fade -- to break that repetition. Albedo stays high-octave only.
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  highp vec3 wt4 = wt * 4.0;
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  vec4 albA = surfTriTap(uSurfAlb, wt4, tw, lA);
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- vec3 cA = vec3(dot(albA.rgb, LUMA)); vec3 nA = surfTriNrm(uSurfNrm, wt4, tw, lA, n) * 1.4; float dispA = albA.a;
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+ vec3 cA = vec3(dot(albA.rgb, LUMA));
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+ vec3 nA = surfTriNrm(uSurfNrm, wt4, tw, lA, n) * 1.4 + surfTriNrm(uSurfNrm, wt, tw, lA, n) * 0.8; // high + low-octave normal
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+ float dispA = albA.a;
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  vec4 texAlb = vec4(cA, dispA); vec3 texNrm = nA;
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  float splatRock = (abs(lA - 1.0) < 0.5) ? 1.0 : 0.0; // height-blend rock fraction (layer 1 = rock)
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  if (wB > 0.02) { // second layer only where a real transition exists
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  vec4 albB = surfTriTap(uSurfAlb, wt4, tw, lB);
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- vec3 cB = vec3(dot(albB.rgb, LUMA)); vec3 nB = surfTriNrm(uSurfNrm, wt4, tw, lB, n) * 1.4; float dispB = albB.a;
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+ vec3 cB = vec3(dot(albB.rgb, LUMA));
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+ vec3 nB = surfTriNrm(uSurfNrm, wt4, tw, lB, n) * 1.4 + surfTriNrm(uSurfNrm, wt, tw, lB, n) * 0.8; // high + low-octave normal
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+ float dispB = albB.a;
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  // HEIGHT-BLEND POKE-THROUGH (user 'each texture's higher areas should poke through the other,
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  // offset by the ramp'): height = displacement + a weight-ramp offset (gate positions the
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  // boundary); higher wins over a soft width so the loser's high bumps poke through = fingers,
@@ -1944,6 +1960,12 @@ void main() {
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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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+ // FAKE MIDDAY AO from the displacement (user 2026-06-14 'darken the deepest parts of the
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+ // displacement textures a little'): the texture's LOWEST displacement = crevices/pits; darken
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+ // them ~18% so the surface reads as sunlit-from-above with soft self-occlusion in the lows.
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+ // Faded by k so the far field (where the texture mips out) is untouched.
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+ float texAO = mix(1.0, mix(0.82, 1.0, smoothstep(0.0, 0.5, texAlb.a)), k);
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+ albedo *= texAO;
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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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  // applied AFTER the uReliefShade exaggeration below so the exaggeration never amplifies it.
@@ -2204,11 +2226,11 @@ void main() {
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  // peak at the terminator (N.sun~0), fall off toward both day-center and night-center, and
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  // SQUARE it so the warm band is tight at the day/night line instead of a fat ring round the
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  // whole limb. Warm amber (not pure red) so it reads as sunset haze, not a bruise.
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- float gz = 1.0 - abs(dot(normalize(vWorld), sunDir));
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+ float gz = 1.0 - abs(dot(nWorld, sunDir));
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  float graze = smoothstep(0.55, 1.0, gz); graze *= graze;
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  // only on the LIT side of the terminator (mu>0) -- past the line the surface is night and
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  // additive amber on near-black extinct land reads as a scorched maroon rim. Day-gate kills it.
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- float termDay = smoothstep(-0.02, 0.18, dot(normalize(vWorld), sunDir));
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+ float termDay = smoothstep(-0.02, 0.18, dot(nWorld, sunDir));
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  hazed += uTerminatorGlow * graze * termDay * vec3(1.0, 0.55, 0.34) * apGate;
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  color = mix(lit, hazed, apGate * uHazeMul); // uHazeMul lever (2026-06-10 'pale hazy': full-strength haze milked the midground)
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  }
@@ -2238,7 +2260,7 @@ void main() {
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  // SEABED LIGHTING (user 'floor too flat/dim'): the deep floor gets almost no direct sun, so it
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  // read dim+flat. Lift the brightness and add an up-facing fill (brighter where the surface faces
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  // up, darker on slopes -> 3D relief) + a touch of slope contrast keyed on the lit normal vNrm.
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- float upFill = mix(0.75, 1.35, clamp(dot(vNrm, normalize(vWorld)) * 0.5 + 0.5, 0.0, 1.0));
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+ float upFill = mix(0.75, 1.35, clamp(dot(vNrm, nWorld) * 0.5 + 0.5, 0.0, 1.0));
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  color *= upFill * 1.5;
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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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  }
@@ -2306,7 +2328,7 @@ void main() {
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  // SPHERE sun angle to EVERY fragment (land + ocean) so the globe reads 3D: bright at the sub-solar
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  // point, falling to dark across the day side into the terminator. dayShade = smoothstep over the
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  // surface-normal . sun, with a small ambient floor (0.10) so the night/terminator isn't pure black.
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- float macroMu = dot(normalize(vWorld), sunDir);
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+ float macroMu = dot(nWorld, sunDir);
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  // SOFT FLOORED TERMINATOR (Real-World Look): a wider, smoother twilight band (uTermWidth) with a
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  // night floor (uNightFloor) so framed night longitudes keep faint detail instead of crushing to
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  // black (defect #4). The old hard 0.10..-0.12,0.55 band was too steep + too dark.
@@ -2315,7 +2337,7 @@ void main() {
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  // rounded 3D form instead of a flat disc. viewGraze = surface-normal . view-dir, ->1 facing the
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  // camera (disc centre), ->0 at the limb. Only bites near the limb so it does not dim the main face.
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  vec3 viewDir = normalize(camWorld - vWorld);
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- float viewGraze = max(dot(normalize(vWorld), viewDir), 0.0);
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+ float viewGraze = max(dot(nWorld, viewDir), 0.0);
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  float limb = 0.45 + 0.55 * smoothstep(0.0, 0.45, viewGraze); // 0.45 at the limb -> 1.0 facing camera
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  // NIGHT / SHADOW FILL (user 2026-06-09: 'we want night lights in the SHADOW areas, not city lights'):
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  // a UNIFORM dim fill that lifts the unlit hemisphere out of pure black -- a cool ambient night light,