mapspinner 0.1.70 → 0.1.71
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- package/package.json +1 -1
- package/src/shaders/terrain.glsl +6 -1
package/package.json
CHANGED
package/src/shaders/terrain.glsl
CHANGED
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@@ -1961,7 +1961,12 @@ void main() {
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1961
1961
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texAlb = vec4(mix(cB, cA, bSharp), mix(dispB, dispA, bSharp));
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1962
1962
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texNrm = mix(nB, nA, bSharp);
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1963
1963
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vec3 mcB = lB < 0.5 ? bcGrass : (lB < 1.5 ? bcRock : (lB < 2.5 ? bcShore : bcSnow));
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1964
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-
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1964
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+
// HARD color pick (user 2026-06-14 'grass mixed with sand creates a hard line between slope
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1965
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// grass and grass around it -- match the two grasses'): a linear color mix tan-tinted the grass
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1966
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// inside the sand zone so it differed from pure grass outside. Now the boundary is FINGERED by
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1967
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// the LOD-stable displacement, so a near-hard color pick keeps grass PURE bcGrass everywhere
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1968
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// (the two grasses match) and flips cleanly to sand along the fingers -- no tint, no straight line.
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1969
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+
texMatColor = mix(mcB, mcA, smoothstep(0.42, 0.58, bSharp));
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1965
1970
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}
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1966
1971
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// MATCH COLOR TO NORMAL (user 2026-06-14 'green grassy patches with the rock normals -- should be
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1967
1972
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// rock colored or grass normals'): texNrm follows the displacement height-blend (rock on bumps in
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