mapspinner 0.1.66 → 0.1.67
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 +6 -2
package/package.json
CHANGED
package/src/shaders/terrain.glsl
CHANGED
|
@@ -1917,8 +1917,12 @@ void main() {
|
|
|
1917
1917
|
// boundary); higher wins over a soft width so the loser's high bumps poke through = fingers,
|
|
1918
1918
|
// no hard line. ONE blend for ALL pairs. Mips smooth dispA/dispB at distance -> soft far edge.
|
|
1919
1919
|
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
|
|
1920
|
-
|
|
1921
|
-
|
|
1920
|
+
// weight-ramp coefficient 1.1 -> 0.5 (user 2026-06-14 'we want that crossover on ALL
|
|
1921
|
+
// crossovers'): a weaker weight ramp lets the DISPLACEMENT decide the winner over a WIDER
|
|
1922
|
+
// weight range, so the near-hard displacement-driven distribution spans a broad margin for
|
|
1923
|
+
// EVERY pair (rock-slope, snow, biome...), not just the explicitly-widened beach gate.
|
|
1924
|
+
float hA = dispA + (bAB - 0.5) * 0.5;
|
|
1925
|
+
float hB = dispB + (0.5 - bAB) * 0.5;
|
|
1922
1926
|
float mh = max(hA, hB) - bw;
|
|
1923
1927
|
float waH = max(hA - mh, 0.0), wbH = max(hB - mh, 0.0);
|
|
1924
1928
|
float bSharp = waH / max(waH + wbH, 1e-4);
|