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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