mapspinner 0.1.63 → 0.1.65

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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": "0.1.63",
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+ "version": "0.1.65",
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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
@@ -787,7 +787,7 @@ export async function initMapspinnerRender(gl, opts = {}) {
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  // out fall beyond the far plane and vanish. Dropping the horizon reference radius 500m below sea level
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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 - 250.0; // far brought in 500->250 (user 2026-06-14 'bring far plane in a bit'): deck horizon ~80km->~56km = more z-precision; still clears coastal mountains
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+ const RHORIZON = R - 150.0; // far brought in 500->250 (user 2026-06-14 'bring far plane in a bit'): deck horizon ~80km->~56km = more z-precision; still clears coastal mountains
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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
@@ -797,7 +797,7 @@ export async function initMapspinnerRender(gl, opts = {}) {
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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).
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- const near = altAboveTerrain < 2.0 ? 0.25 : Math.max(altAboveTerrain * 0.1, 0.25); // near nudged out 0.05->0.25 (user 2026-06-14 'improve on-ground'): more z-precision on the deck
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+ const near = altAboveTerrain < 2.0 ? 0.5 : Math.max(altAboveTerrain * 0.1, 0.5); // near nudged out 0.05->0.25 (user 2026-06-14 'improve on-ground'): more z-precision on the deck
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  // FAR PLANE: horizon distance tracks the visible ground edge; blends toward camDist
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  // above 500km for orbital views so the full planet is visible.
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  const _fBlend = Math.min(1.0, Math.max(0.0, (alt - 500000.0) / 4500000.0));
@@ -835,14 +835,14 @@ export async function initMapspinnerRender(gl, opts = {}) {
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  // out fall beyond the far plane and vanish. Dropping the horizon reference radius 500m below sea level
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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 - 250.0; // far brought in 500->250 (user 2026-06-14 'bring far plane in a bit'): deck horizon ~80km->~56km = more z-precision; still clears coastal mountains
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+ const RHORIZON = R - 150.0; // far brought in 500->250 (user 2026-06-14 'bring far plane in a bit'): deck horizon ~80km->~56km = more z-precision; still clears coastal mountains
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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 ? 0.25 : Math.max(altAboveTerrain * 0.1, 0.25); // near nudged out 0.05->0.25 (user 2026-06-14 'improve on-ground'): more z-precision on the deck
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+ const near = altAboveTerrain < 2.0 ? 0.5 : Math.max(altAboveTerrain * 0.1, 0.5); // near nudged out 0.05->0.25 (user 2026-06-14 'improve on-ground'): more z-precision on the deck
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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);
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  const far = farGround * (1.0 - _fBlend) + camDist * _fBlend;
@@ -1410,7 +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
@@ -1886,14 +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,