refactor(client): simplify fog shader to 3-layer model
Reduce from 5-layer to 3-layer fog: clear (forward cone), explored (light overlay preserving art), and unexplored (solid near-black). Remove peripheral sector handling from fog_state.gd. Also preserve exploration data across texture resizes — previously, resizing the fog texture lost all explored-tile state, causing tiles behind the player to render as unexplored black instead of light fog. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -35,6 +35,11 @@ func _ready() -> void:
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func _resize(bounds: Rect2i) -> void:
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var old_bounds := map_bounds
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var old_exp := _exp_bytes
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var old_w := _width
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var old_h := _height
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map_bounds = bounds
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_width = maxi(bounds.size.x, 1)
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_height = maxi(bounds.size.y, 1)
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@@ -49,6 +54,21 @@ func _resize(bounds: Rect2i) -> void:
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_exp_bytes = PackedByteArray()
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_exp_bytes.resize(sz)
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_exp_bytes.fill(EXP_UNEXPLORED)
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# Preserve exploration data from old bounds into new bounds
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if old_exp.size() > 0 and old_w > 0 and old_h > 0:
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var dx: int = old_bounds.position.x - bounds.position.x
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var dy: int = old_bounds.position.y - bounds.position.y
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for oy in range(old_h):
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var ny: int = oy + dy
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if ny < 0 or ny >= _height:
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continue
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for ox in range(old_w):
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var nx: int = ox + dx
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if nx < 0 or nx >= _width:
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continue
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var old_val: int = old_exp[oy * old_w + ox]
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if old_val > EXP_UNEXPLORED:
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_exp_bytes[ny * _width + nx] = old_val
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_exp_image = Image.create_from_data(_width, _height, false, Image.FORMAT_R8, _exp_bytes)
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exploration_texture = ImageTexture.create_from_image(_exp_image)
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@@ -61,29 +81,29 @@ func _resize(bounds: Rect2i) -> void:
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func update_from_state() -> void:
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# Resize if map bounds changed
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# Grow bounds to include newly visible tiles — never shrink, so explored
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# tiles behind the player stay in the texture and render as deep fog
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# instead of black. Exploration data is preserved across resizes.
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var tiles := GameState.visible_tiles
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if tiles.size() > 0:
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var new_bounds := _compute_bounds(tiles)
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var new_bounds := _grow_bounds(tiles)
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if new_bounds != map_bounds:
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_resize(new_bounds)
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var ox: int = map_bounds.position.x
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var oy: int = map_bounds.position.y
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var positions: Dictionary = GameState.visible_positions
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var sectors: Dictionary = GameState.visibility_sectors
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# TODO(v0.2): gradual decay over game-time instead of immediate EXP_VISIBLE→EXP_EXPLORED
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# 1. Clear visibility, then write current LOS
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# 1. Clear visibility, then write current LOS (all tiles are Forward)
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_vis_bytes.fill(VIS_HIDDEN)
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for pos in positions:
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var px: int = pos.x - ox
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var py: int = pos.y - oy
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if px < 0 or py < 0 or px >= _width or py >= _height:
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continue
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var sector: String = sectors.get(pos, "Forward")
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_vis_bytes[py * _width + px] = VIS_FORWARD if sector == "Forward" else VIS_PERIPHERAL
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_vis_bytes[py * _width + px] = VIS_FORWARD
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_vis_image.set_data(_width, _height, false, Image.FORMAT_R8, _vis_bytes)
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visibility_texture.update(_vis_image)
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@@ -110,7 +130,10 @@ func update_from_state() -> void:
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_prev_visible = positions.duplicate()
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func _compute_bounds(tiles: Array) -> Rect2i:
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func _grow_bounds(tiles: Array) -> Rect2i:
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## Compute bounds that include all currently visible tiles, merged with
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## existing bounds so the texture only grows — never shrinks. Explored
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## tiles always stay within bounds and render as deep fog, not black.
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var min_x := 999999
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var min_y := 999999
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var max_x := -999999
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@@ -124,6 +147,10 @@ func _compute_bounds(tiles: Array) -> Rect2i:
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max_y = maxi(max_y, int(tile.y))
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# Guard: all tiles invalid (no x/y) — sentinels would produce negative Rect2i
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if min_x > max_x:
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return Rect2i(0, 0, 1, 1)
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return map_bounds
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# Margin for fog gradient bleed at edges
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return Rect2i(min_x - 4, min_y - 4, max_x - min_x + 9, max_y - min_y + 9)
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var tile_bounds := Rect2i(min_x - 4, min_y - 4, max_x - min_x + 9, max_y - min_y + 9)
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# Merge with existing bounds — grow only
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if map_bounds.size.x <= 1 and map_bounds.size.y <= 1:
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return tile_bounds
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return map_bounds.merge(tile_bounds)
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+30
-59
@@ -1,11 +1,9 @@
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shader_type canvas_item;
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// D-059: 5-layer fog shader. Composites over world content (layers 0-4).
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// Layer 1: Clear (vision cone) — transparent, soft gradient edge
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// Layer 2: Light fog (peripheral) — desaturated + dim + animated noise, 8-10s cycle
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// Layer 3: Deep fog (explored) — near-monochrome + zone tint + breathing, 15-20s cycle
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// Layer 4: Unexplored + maps — wireframe (Sprint 6: deferred, treated as Layer 5)
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// Layer 5: Unexplored, no maps — solid near-black #12141a
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// D-059: 3-layer fog shader. Composites over world content.
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// Layer 1: Clear (forward cone) — transparent, soft gradient edge
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// Layer 2: Explored fog — light overlay indicating "not fresh", art preserved
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// Layer 3: Unexplored — solid near-black #12141a
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uniform sampler2D visibility_tex : filter_linear, repeat_disable;
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uniform sampler2D exploration_tex : filter_linear, repeat_disable;
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@@ -18,25 +16,11 @@ uniform vec2 map_size; // map_bounds.size (tiles)
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uniform float tile_size; // Pixels per sim tile
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uniform float time; // Seconds since start
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// D-059 fog layer colors
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const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
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const vec3 DARK_OVERLAY = vec3(0.02, 0.02, 0.05);
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// D-059 thresholds
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// Forward tiles = 1.0, Peripheral = 0.706 (180/255), not-visible = 0.0
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const float CLEAR_THRESHOLD = 0.85; // Above this: fully clear
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// Lowered from 0.55 to capture blur-extended gradient tiles in the peripheral
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// branch. The 7x7 Gaussian (sigma 2.0) produces values down to ~0.08 at
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// 3 tiles from the LOS boundary — together with bilinear interpolation this
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// yields the 6-8 sim tile soft edge specified by D-059/D-066.
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const float PERIPHERAL_LOW = 0.08;
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// D-059: Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0).
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// The visibility texture is 1 texel per sim tile with discrete values
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// (0 / 180 / 255). Bilinear filtering alone only smooths across ~1 tile.
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// This blur spreads the LOS boundary into a 3-4 tile radius gradient;
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// combined with smoothstep transitions, produces 6-8 tile soft edge.
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// 49 taps from a tiny (~128x128) fully-cached texture — well under 1ms.
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// Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0).
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// Spreads the cone boundary into a 3-4 tile radius gradient for soft edges.
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float sample_visibility(vec2 uv) {
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vec2 t = 1.0 / map_size;
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float sum = 0.0;
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@@ -53,14 +37,11 @@ float sample_visibility(vec2 uv) {
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}
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void fragment() {
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// Map UV (0-1 across ColorRect) to world pixels, then to tile coordinates
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vec2 world_px = rect_pos + UV * rect_sz;
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vec2 tile = world_px / tile_size;
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// Map tile coordinate to texture UV
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vec2 tex_uv = (tile - map_offset) / map_size;
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// Outside known map → unexplored
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// Outside known map -> unexplored
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if (tex_uv.x < 0.0 || tex_uv.x > 1.0 || tex_uv.y < 0.0 || tex_uv.y > 1.0) {
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COLOR = vec4(UNEXPLORED_COLOR, 1.0);
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} else {
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@@ -68,44 +49,34 @@ void fragment() {
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float vis = sample_visibility(tex_uv);
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float explored = texture(exploration_tex, tex_uv).r;
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// Don't bleed gradient into never-explored tiles — keep them Layer 5
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// Don't bleed gradient into never-explored tiles
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if (explored < 0.01 && vis_raw < 0.01) {
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vis = 0.0;
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}
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if (vis > CLEAR_THRESHOLD) {
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// Layer 1: Clear — soft edge gradient
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// Alpha matches Layer 2 at boundary (coverage=1.0 → 0.25) for continuity
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float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
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COLOR = vec4(DARK_OVERLAY, 0.25 * (1.0 - edge));
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} else if (vis > PERIPHERAL_LOW || explored > 0.3) {
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// Layers 2-3: smooth blend between peripheral fog and deep fog.
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// Same gradient approach as the forward cone — smoothstep over the
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// blur radius eliminates stair-stepped tile edges at the back of
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// the vision cone.
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// Layer 2: peripheral fog
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float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
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float coverage = smoothstep(PERIPHERAL_LOW, CLEAR_THRESHOLD, vis);
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float noise_weight = 1.0 - smoothstep(0.5, 1.0, coverage);
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float l2_alpha = mix(0.38, 0.25, coverage) + noise_val * 0.05 * noise_weight;
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// Layer 3: deep fog (explored, no longer in LOS)
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// D-059: near-monochrome, ~10% zone temperature tint, 15-20s breathing cycle
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vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
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float noise_deep = texture(noise_tex, tile * 0.015 + vec2(time * 0.06, time * 0.045)).r;
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vec3 tint_color = mix(vec3(0.04), zone_tint, 0.1);
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float l3_alpha = mix(0.62, 0.76, noise_deep);
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// Back-edge gradient: blend Layer 2 → Layer 3 over the blur radius.
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// PERIPHERAL_LOW * 3.0 ≈ 0.24 — matches the 3-4 tile Gaussian tail.
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float back_edge = smoothstep(0.0, PERIPHERAL_LOW * 3.0, vis);
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float alpha = mix(l3_alpha, l2_alpha, back_edge);
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vec3 color = mix(tint_color, DARK_OVERLAY, back_edge);
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COLOR = vec4(color, alpha);
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} else {
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// Layer 5: Unexplored, no maps — information zero
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if (explored < 0.01 && vis < 0.01) {
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// Unexplored: solid near-black
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COLOR = vec4(UNEXPLORED_COLOR, 1.0);
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} else {
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// Continuous blend: clear vision (vis=1) -> light fog (vis=0).
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// The Gaussian blur creates a smooth 3-4 tile soft gradient
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// at the cone edge — no hard boundary.
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// Light fog: subtle animated overlay, preserves all art/info
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float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
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float fog_alpha = 0.28 + noise_val * 0.04;
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// Clarity ramp from the blurred visibility
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float clarity = smoothstep(0.0, 0.85, vis);
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float alpha = mix(fog_alpha, 0.0, clarity);
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vec3 color = mix(DARK_OVERLAY, vec3(0.0), clarity);
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// Soft edge between explored and unexplored
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float exp_fade = smoothstep(0.0, 0.3, explored);
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alpha = mix(1.0, alpha, exp_fade);
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color = mix(UNEXPLORED_COLOR, color, exp_fade);
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COLOR = vec4(color, alpha);
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}
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}
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}
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