mapspinner 0.1.65 → 0.1.66
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- package/package.json +1 -1
- package/src/shaders/terrain.glsl +7 -3
package/package.json
CHANGED
package/src/shaders/terrain.glsl
CHANGED
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@@ -1807,9 +1807,13 @@ void main() {
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1807
1807
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// NOT a fractal (user 2026-06-14: 'looking like a fractal, use the materials displacement'). Widen
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1808
1808
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// the gate transition band so sand+grass overlap over a broad elevation span -> bSharp picks the
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1809
1809
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// local winner by texture relief -> fingered shoreline that follows the actual texture bumps.
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1810
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// MUCH MORE GRADUAL grass<->sand margin (user 2026-06-14): the WEIGHT crosses over slowly across
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1811
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// a wide elevation span (0 -> ~2.5x beachTop); the per-pixel transition is then made HARD by the
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1812
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// displacement height-blend (small bw below) so sand vs grass is a sharp choice distributed by
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1813
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// texture relief = interlocking fingers that thin out with height, never a blendy fade.
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float beachW = warpN * uBeachTopM * 0.30; // warp amplitude scales with the beach band height
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1811
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-
float beach = (1.0 - smoothstep(
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1812
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* (1.0 - smoothstep(0.
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1815
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float beach = (1.0 - smoothstep(beachW, uBeachTopM * 2.5 + beachW, vH))
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* (1.0 - smoothstep(0.18, 0.55, slope));
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// SAND BLEED (2026-06-13): patchy sand spills above the main beach line, modulated by VS
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// warp noise so the edge reads as wind-blown pockets, not a strict elevation cut. At peak it
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// adds ~0.3 sand weight far above the beach, creating a natural dappled transition.
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@@ -1912,7 +1916,7 @@ void main() {
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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,
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1914
1918
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// no hard line. ONE blend for ALL pairs. Mips smooth dispA/dispB at distance -> soft far edge.
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1915
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-
float bw = 0.
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1919
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float bw = 0.06; // NEAR-HARD crossover (user 2026-06-14 'make the transition hard, let the displacement make the distribution interesting -> far less blendy'): the displacement picks a sharp per-pixel winner; the gate weight only shifts the proportion across the ramp
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1916
1920
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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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