Hypsometric Tint from terrain-RGB tiles #5742
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Implements #5666 (Hypsometric Tint from terrain-RGB tiles). Supporting style spec changes are here: https://github.com/NathanMOlson/maplibre-style-spec/tree/color_relief
Demo here: https://nathanmolson.github.io/color_relief
This implements hypsometric tint in a similar way to
raster
andhillshade
. The implementation in MapLibre feels clean to me, other than the duplication betweendrawRaster()
,drawHillshade()
, anddrawColorRelief()
. But they do things just differently enough that combining them doesn't seem fruitful.The current rendering implementation resamples the colormap into a uniform interpolation table. This means that sharp breakpoints in the colormap are not captured accurately. I plan to benchmark two possible solutions: 1) Making the interpolation table larger (and finer). 2) Using the provided (non-uniformly sampled) colormap directly in the shader.
CHANGELOG.md
under the## main
section.