fix(client): move fog blur to CPU pipeline, fix GL compat bilinear on RGBA8
Replaces GPU 7×7/5×5 Gaussian blur (98 texture reads/px) with CPU-side Gaussian blur (sigma 2.0) + 4× bilinear upscale + RGBA8 convert in fog_state.gd. GL compatibility mode doesn't bilinear-filter R8 textures; RGBA8 at 4× resolution resolves this. Squared exp_fade at the explored/unexplored boundary keeps fog opaque near tile content edges, fixing the staircase artifact. Shader now does 2 texture reads per pixel. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -32,6 +32,7 @@ func _ready() -> void:
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# Create seamless noise texture for fog animation
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var noise := FastNoiseLite.new()
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noise.seed = 42
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noise.noise_type = FastNoiseLite.TYPE_PERLIN
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noise.frequency = 0.03
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var noise_tex := NoiseTexture2D.new()
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+21
-59
@@ -1,17 +1,21 @@
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shader_type canvas_item;
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// D-059/D-015: 3-state fog shader (simplified from 5-layer by #569).
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// State 1: Clear (forward cone) — transparent, soft Gaussian gradient edge (3-4 tile radius)
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// State 1: Clear (forward cone) — transparent, soft gradient edge (6-8 tile radius)
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// State 2: Explored (out of cone) — light fog overlay, alpha 0.25-0.35, zone temperature tint,
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// 8-10s Perlin breathe. Art and information preserved, just "not fresh" (D-015).
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// State 3: Unexplored — solid near-black #12141a
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// D-033: Entity colors are NOT affected — they render above the fog overlay (z-layer 5).
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// D-046: Zone temperature tint from zone_tint_tex — warm=bar, cool=hub, neutral=corridor.
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// D-077: zone_tint_tex populated per-tile from server zone_id via fog_state.gd.
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//
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// Texture pipeline (fog_state.gd): binary 0/255 at 1× tile resolution → CPU Gaussian blur
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// (sigma 2.0, 6-8 tile gradient) → Image.resize 4× bilinear upscale → RGBA8 convert.
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// Textures arrive here with smooth sub-tile gradients — no GPU-side blur needed.
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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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uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // nearest: zones have hard boundaries (D-073)
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uniform sampler2D visibility_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution
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uniform sampler2D exploration_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution
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uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // D-073: hard zone boundaries
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uniform sampler2D noise_tex : filter_linear, repeat_enable;
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uniform vec2 rect_pos; // World-space position of the ColorRect (pixels)
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uniform vec2 rect_sz; // World-space size of the ColorRect (pixels)
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@@ -23,40 +27,6 @@ uniform bool debug_exploration = false; // When true, render raw exploration tex
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const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
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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 — no hard tile-stepped edges.
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float sample_visibility(vec2 uv) {
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vec2 t = 2.0 / map_size;
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float sum = 0.0;
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float weight = 0.0;
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for (float dy = -3.0; dy <= 3.0; dy += 1.0) {
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for (float dx = -3.0; dx <= 3.0; dx += 1.0) {
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float w = exp(-(dx * dx + dy * dy) / 8.0);
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vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0));
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sum += texture(visibility_tex, sample_uv).r * w;
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weight += w;
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}
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}
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return sum / weight;
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}
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// Soft gradient on exploration boundary (5x5, sigma 1.5).
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// Prevents hard tile-stepped staircase at explored/unexplored edge.
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float sample_exploration(vec2 uv) {
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vec2 t = 1.0 / map_size;
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float sum = 0.0;
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float weight = 0.0;
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for (float dy = -2.0; dy <= 2.0; dy += 1.0) {
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for (float dx = -2.0; dx <= 2.0; dx += 1.0) {
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float w = exp(-(dx * dx + dy * dy) / 4.5);
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vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0));
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sum += texture(exploration_tex, sample_uv).r * w;
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weight += w;
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}
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}
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return sum / weight;
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}
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void fragment() {
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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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@@ -67,28 +37,15 @@ void fragment() {
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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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// Debug mode: render raw exploration texture (bypass fog rendering).
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// Green = EXP_VISIBLE (255), blue = EXP_EXPLORED (128), red = EXP_UNEXPLORED (0).
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// Debug mode: render RAW exploration texture with filter_linear.
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// If hardware bilinear works, should show smooth sub-tile gradients.
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} else if (debug_exploration) {
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float explored_dbg = texture(exploration_tex, tex_uv).r;
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if (explored_dbg > 0.9) {
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COLOR = vec4(0.0, explored_dbg, 0.0, 0.8); // Green: currently visible
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} else if (explored_dbg > 0.1) {
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COLOR = vec4(0.0, 0.0, explored_dbg * 2.0, 0.8); // Blue: explored
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} else {
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COLOR = vec4(0.5, 0.0, 0.0, 0.8); // Red: unexplored
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}
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float explored_raw = texture(exploration_tex, tex_uv).r;
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COLOR = vec4(vec3(explored_raw), 0.9);
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} else {
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float vis_raw = texture(visibility_tex, tex_uv).r;
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float vis = sample_visibility(tex_uv);
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float explored_raw = texture(exploration_tex, tex_uv).r;
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float explored = sample_exploration(tex_uv);
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// Prevent gradient bleed into never-explored tiles (use raw, unblurred value)
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if (explored_raw < 0.01 && vis_raw < 0.01) {
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vis = 0.0;
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}
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float vis = texture(visibility_tex, tex_uv).r;
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float explored = texture(exploration_tex, tex_uv).r;
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if (explored < 0.01 && vis < 0.01) {
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// Unexplored: solid near-black — information zero
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@@ -106,8 +63,13 @@ void fragment() {
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float alpha = mix(fog_alpha, 0.0, clarity);
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vec3 color = mix(zone_tint, vec3(0.0), clarity);
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// Soft edge between explored and unexplored (blurred to avoid staircase)
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float exp_fade = smoothstep(0.0, 0.3, explored);
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// Soft edge between explored and unexplored.
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// The exploration texture is binary (explored-or-not) blurred over ~12 tiles.
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// At the physical tile boundary, explored ≈ 0.5. Squaring the fade keeps
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// fog nearly opaque there (97%), hiding tile-aligned content edges.
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// Content appears gradually 4-6 tiles inside the explored area.
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float exp_fade = smoothstep(0.3, 1.0, explored);
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exp_fade *= exp_fade; // Steeper curve: fog stays opaque near content edge
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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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@@ -10,16 +10,23 @@ The fog system was simplified from the original 5-layer spec in Sprint 22 (#569)
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| Original D-059 Layer | Sprint 22 Status | Notes |
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|----------------------|------------------|-------|
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| 1. Clear (forward cone) | Implemented | Soft Gaussian gradient (7x7, sigma 2.0) |
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| 2. Light fog (cone gradient) | Simplified — merged into gradient | Peripheral sector removed from server (#569); Gaussian blur provides soft transition |
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| 3. Deep fog (previously explored) | Implemented — EXP_EXPLORED | Alpha 0.55-0.70 with zone temperature tint (#563) |
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| 1. Clear (forward cone) | Implemented | CPU Gaussian blur (sigma 2.0) → 4× bilinear upscale → RGBA8. Smooth sub-tile gradients. |
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| 2. Light fog (cone gradient) | Simplified — merged into gradient | Peripheral sector removed from server (#569); CPU blur + bilinear upscale provides soft transition |
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| 3. Deep fog (previously explored) | Simplified — D-015 light fog | Alpha 0.25-0.35 with zone temperature tint. Explored tiles show through light haze. |
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| 4. Unexplored + maps app | Deferred | v0.1.2+, requires mapped_tiles in ObserverSnapshot |
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| 5. Unexplored (no maps) | Implemented | Solid near-black #12141a |
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**Alpha values (Sprint 22, #563):**
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- Light fog zone (near cone gradient, vis 0.0-0.3): alpha 0.25-0.35, breathing ±0.05 (8-10s)
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- Deep fog zone (EXP_EXPLORED, vis≈0): alpha 0.55-0.70, breathing ±0.075 (15-20s)
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- Zone temperature tint active in deep fog zone (D-059/D-046/D-077)
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**Texture pipeline (fog_state.gd):**
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Binary 0/255 data at 1× tile resolution → CPU Gaussian blur (sigma 2.0, radius 4)
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→ `Image.resize()` 4× bilinear upscale → `Image.convert()` RGBA8.
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GL compat mode doesn't bilinear-filter R8 textures; RGBA8 at 4× resolves this.
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Exploration data is binarized (0/128/255 → 0/255) before blur to avoid a
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second gradient at the explored/visible boundary.
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**Alpha values (Sprint 22, D-015):**
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- Light fog zone (explored, out of cone): alpha 0.25-0.35, breathing ±0.05 (8-10s)
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- Zone temperature tint active in explored zone (D-059/D-046/D-077)
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- Explored/unexplored boundary: squared fade keeps fog opaque at tile content edge
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## Overview
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@@ -120,30 +127,27 @@ func update_from_state() -> void:
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File: `client/shaders/fog.gdshader`
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The shader determines fog state per pixel based on the visibility and exploration textures.
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Two explored sub-zones are distinguished by the blurred `vis` value (proximity to the forward cone):
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The shader reads pre-smoothed RGBA8 textures (CPU blur + 4× bilinear upscale)
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and determines fog state per pixel. No GPU-side blur — 2 texture reads per pixel.
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```glsl
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// Light fog noise — fast cycle (8-10s), subtle ±0.05 breathing
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float noise_fast = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
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// Deep fog noise — slow cycle (15-20s), more pronounced ±0.075 breathing
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float noise_slow = texture(noise_tex, tile * 0.02 + vec2(time * 0.05, time * 0.035)).r;
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// Fog noise — 8-10s breathe cycle, ±0.05 symmetric around baseline
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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 = 0.30 + (noise_val * 2.0 - 1.0) * 0.05; // 0.25-0.35
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// Light fog: alpha 0.25-0.35 (near cone gradient)
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float light_fog_alpha = 0.30 + (noise_fast * 2.0 - 1.0) * 0.05;
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// Deep fog: alpha 0.55-0.70 (far from cone, EXP_EXPLORED)
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float deep_fog_alpha = 0.625 + (noise_slow * 2.0 - 1.0) * 0.075;
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// Blend deep <-> light fog by proximity to cone:
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// vis=0 (far from cone) → deep_factor=1 → deep fog color + alpha
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// vis=0.3 (cone gradient) → deep_factor=0 → light fog color + alpha
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// vis=0.85+ (inside cone) → clarity=1 → transparent (clear)
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float deep_factor = 1.0 - smoothstep(0.0, 0.30, vis);
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float fog_alpha = mix(light_fog_alpha, deep_fog_alpha, deep_factor);
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// Zone temperature tint (D-059/D-046/D-077): deep fog color = zone tint
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// Zone temperature tint (D-046/D-077): subtle warm/cool/neutral per zone
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vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
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vec3 fog_color = mix(DARK_OVERLAY, zone_tint, deep_factor);
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// Clarity ramp: transparent inside cone, light fog at edges and beyond
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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(zone_tint, vec3(0.0), clarity);
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// Explored/unexplored boundary: squared fade hides tile content edges
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float exp_fade = smoothstep(0.3, 1.0, explored);
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exp_fade *= exp_fade; // Steeper: fog stays opaque near content edge
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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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```
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**Zone temperature palette (D-046):**
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@@ -215,11 +219,13 @@ Per tick (in _process or on snapshot signal):
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| Component | Budget | Estimate | Notes |
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|-----------|--------|----------|-------|
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| Visibility texture upload | 0.1ms | ~0.05ms | 400 pixels via set_pixel() |
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| Exploration texture update | 0.1ms | ~0.05ms | Incremental — only changed tiles |
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| Fragment shader (1080p) | 0.5ms | ~0.2ms | Single full-screen pass, simple math |
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| CPU Gaussian blur (1×, 40×40) | 0.2ms | ~0.1ms | Separable, sigma=2.0, radius=4 (vis: 1 pass, exp: 2 passes) |
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| Image.resize C++ (40→160) | 0.1ms | ~0.05ms | INTERPOLATE_BILINEAR, 2× textures |
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| Image.convert R8→RGBA8 | 0.1ms | ~0.02ms | GL compat bilinear requires RGBA8 |
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| Texture upload (RGBA8 160×160) | 0.2ms | ~0.1ms | 2× textures, ~200KB total |
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| Fragment shader (1080p) | 0.2ms | ~0.05ms | 2 texture reads/px (was 98 with GPU blur) |
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| Fog entity sprites | 0.2ms | ~0.05ms | 0-15 sprites, trivial draw calls |
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| **Total** | **<1ms** | **~0.35ms** | Well within D-059 budget |
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| **Total** | **<1ms** | **~0.37ms** | Well within D-059 budget |
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## Files to Create
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