mapspinner 0.1.66 → 0.1.67

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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": "0.1.66",
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+ "version": "0.1.67",
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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": {
@@ -1917,8 +1917,12 @@ void main() {
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  // boundary); higher wins over a soft width so the loser's high bumps poke through = fingers,
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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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  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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- float hA = dispA + (bAB - 0.5) * 1.1;
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- float hB = dispB + (0.5 - bAB) * 1.1;
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+ // weight-ramp coefficient 1.1 -> 0.5 (user 2026-06-14 'we want that crossover on ALL
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+ // crossovers'): a weaker weight ramp lets the DISPLACEMENT decide the winner over a WIDER
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+ // weight range, so the near-hard displacement-driven distribution spans a broad margin for
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+ // EVERY pair (rock-slope, snow, biome...), not just the explicitly-widened beach gate.
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+ float hA = dispA + (bAB - 0.5) * 0.5;
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+ float hB = dispB + (0.5 - bAB) * 0.5;
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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);