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>
This commit is contained in:
2026-03-05 08:40:57 +01:00
co-authored by Claude Opus 4.6
parent a75d9f6c08
commit 2189b00c6f
3 changed files with 59 additions and 90 deletions
+1
View File
@@ -32,6 +32,7 @@ func _ready() -> void:
# Create seamless noise texture for fog animation
var noise := FastNoiseLite.new()
noise.seed = 42
noise.noise_type = FastNoiseLite.TYPE_PERLIN
noise.frequency = 0.03
var noise_tex := NoiseTexture2D.new()
+21 -59
View File
@@ -1,17 +1,21 @@
shader_type canvas_item;
// D-059/D-015: 3-state fog shader (simplified from 5-layer by #569).
// State 1: Clear (forward cone) — transparent, soft Gaussian gradient edge (3-4 tile radius)
// State 1: Clear (forward cone) — transparent, soft gradient edge (6-8 tile radius)
// State 2: Explored (out of cone) — light fog overlay, alpha 0.25-0.35, zone temperature tint,
// 8-10s Perlin breathe. Art and information preserved, just "not fresh" (D-015).
// State 3: Unexplored — solid near-black #12141a
// D-033: Entity colors are NOT affected — they render above the fog overlay (z-layer 5).
// D-046: Zone temperature tint from zone_tint_tex — warm=bar, cool=hub, neutral=corridor.
// D-077: zone_tint_tex populated per-tile from server zone_id via fog_state.gd.
//
// Texture pipeline (fog_state.gd): binary 0/255 at 1× tile resolution → CPU Gaussian blur
// (sigma 2.0, 6-8 tile gradient) → Image.resize 4× bilinear upscale → RGBA8 convert.
// Textures arrive here with smooth sub-tile gradients — no GPU-side blur needed.
uniform sampler2D visibility_tex : filter_linear, repeat_disable;
uniform sampler2D exploration_tex : filter_linear, repeat_disable;
uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // nearest: zones have hard boundaries (D-073)
uniform sampler2D visibility_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution
uniform sampler2D exploration_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution
uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // D-073: hard zone boundaries
uniform sampler2D noise_tex : filter_linear, repeat_enable;
uniform vec2 rect_pos; // World-space position of the ColorRect (pixels)
uniform vec2 rect_sz; // World-space size of the ColorRect (pixels)
@@ -23,40 +27,6 @@ uniform bool debug_exploration = false; // When true, render raw exploration tex
const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
// Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0).
// Spreads the cone boundary into a 3-4 tile radius gradient — no hard tile-stepped edges.
float sample_visibility(vec2 uv) {
vec2 t = 2.0 / map_size;
float sum = 0.0;
float weight = 0.0;
for (float dy = -3.0; dy <= 3.0; dy += 1.0) {
for (float dx = -3.0; dx <= 3.0; dx += 1.0) {
float w = exp(-(dx * dx + dy * dy) / 8.0);
vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0));
sum += texture(visibility_tex, sample_uv).r * w;
weight += w;
}
}
return sum / weight;
}
// Soft gradient on exploration boundary (5x5, sigma 1.5).
// Prevents hard tile-stepped staircase at explored/unexplored edge.
float sample_exploration(vec2 uv) {
vec2 t = 1.0 / map_size;
float sum = 0.0;
float weight = 0.0;
for (float dy = -2.0; dy <= 2.0; dy += 1.0) {
for (float dx = -2.0; dx <= 2.0; dx += 1.0) {
float w = exp(-(dx * dx + dy * dy) / 4.5);
vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0));
sum += texture(exploration_tex, sample_uv).r * w;
weight += w;
}
}
return sum / weight;
}
void fragment() {
vec2 world_px = rect_pos + UV * rect_sz;
vec2 tile = world_px / tile_size;
@@ -67,28 +37,15 @@ void fragment() {
if (tex_uv.x < 0.0 || tex_uv.x > 1.0 || tex_uv.y < 0.0 || tex_uv.y > 1.0) {
COLOR = vec4(UNEXPLORED_COLOR, 1.0);
// Debug mode: render raw exploration texture (bypass fog rendering).
// Green = EXP_VISIBLE (255), blue = EXP_EXPLORED (128), red = EXP_UNEXPLORED (0).
// Debug mode: render RAW exploration texture with filter_linear.
// If hardware bilinear works, should show smooth sub-tile gradients.
} else if (debug_exploration) {
float explored_dbg = texture(exploration_tex, tex_uv).r;
if (explored_dbg > 0.9) {
COLOR = vec4(0.0, explored_dbg, 0.0, 0.8); // Green: currently visible
} else if (explored_dbg > 0.1) {
COLOR = vec4(0.0, 0.0, explored_dbg * 2.0, 0.8); // Blue: explored
} else {
COLOR = vec4(0.5, 0.0, 0.0, 0.8); // Red: unexplored
}
float explored_raw = texture(exploration_tex, tex_uv).r;
COLOR = vec4(vec3(explored_raw), 0.9);
} else {
float vis_raw = texture(visibility_tex, tex_uv).r;
float vis = sample_visibility(tex_uv);
float explored_raw = texture(exploration_tex, tex_uv).r;
float explored = sample_exploration(tex_uv);
// Prevent gradient bleed into never-explored tiles (use raw, unblurred value)
if (explored_raw < 0.01 && vis_raw < 0.01) {
vis = 0.0;
}
float vis = texture(visibility_tex, tex_uv).r;
float explored = texture(exploration_tex, tex_uv).r;
if (explored < 0.01 && vis < 0.01) {
// Unexplored: solid near-black — information zero
@@ -106,8 +63,13 @@ void fragment() {
float alpha = mix(fog_alpha, 0.0, clarity);
vec3 color = mix(zone_tint, vec3(0.0), clarity);
// Soft edge between explored and unexplored (blurred to avoid staircase)
float exp_fade = smoothstep(0.0, 0.3, explored);
// Soft edge between explored and unexplored.
// The exploration texture is binary (explored-or-not) blurred over ~12 tiles.
// At the physical tile boundary, explored ≈ 0.5. Squaring the fade keeps
// fog nearly opaque there (97%), hiding tile-aligned content edges.
// Content appears gradually 4-6 tiles inside the explored area.
float exp_fade = smoothstep(0.3, 1.0, explored);
exp_fade *= exp_fade; // Steeper curve: fog stays opaque near content edge
alpha = mix(1.0, alpha, exp_fade);
color = mix(UNEXPLORED_COLOR, color, exp_fade);