fix(client): entity lerp, fog shader safety, type fixes
Entity renderer: add framerate-independent position lerping so entities slide between tiles instead of snapping. Tuned for Sprint snappiness and Walk/Careful fluidity. Fog shader: set ColorRect to transparent fallback so a shader load failure doesn't paint solid white over the world. Track camera position (not player position) so fog stays synced during smooth camera pan. Restructure GLSL to avoid early return (some GPU drivers miscompile it). Minor type fixes: typed Array[Vector2] in cursor_renderer tick drawing, untyped Array in inventory_grid to avoid Godot typed-array cast issues. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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+30
-31
@@ -38,37 +38,36 @@ void fragment() {
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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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return;
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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 (vis > PERIPHERAL_LOW) {
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// In or near vision cone
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if (vis > CLEAR_THRESHOLD) {
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// Layer 1: Clear — soft edge gradient
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float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
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COLOR = vec4(0.0, 0.0, 0.0, 1.0 - edge);
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} else {
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// Layer 2: Light fog (peripheral + forward edge)
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// D-059: animated Perlin noise, 8-10s cycle
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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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// Blend from heavy fog (alpha ~0.55) to lighter fog near clear edge
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float alpha = mix(0.55, 0.25, coverage) + noise_val * 0.1;
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COLOR = vec4(DARK_OVERLAY, alpha);
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}
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} else if (explored > 0.3) {
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// Layer 3: Deep fog (previously 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_val = texture(noise_tex, tile * 0.015 + vec2(time * 0.045, time * 0.03)).r;
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vec3 tint_color = mix(vec3(0.04), zone_tint, 0.1);
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float alpha = mix(0.78, 0.90, noise_val); // Fog breathes
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COLOR = vec4(tint_color, alpha);
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} else {
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// Layer 5: Unexplored, no maps — information zero
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COLOR = vec4(UNEXPLORED_COLOR, 1.0);
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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 (vis > PERIPHERAL_LOW) {
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// In or near vision cone
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if (vis > CLEAR_THRESHOLD) {
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// Layer 1: Clear — soft edge gradient
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float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
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COLOR = vec4(0.0, 0.0, 0.0, 1.0 - edge);
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} else {
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// Layer 2: Light fog (peripheral + forward edge)
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// D-059: animated Perlin noise, 8-10s cycle
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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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// Blend from heavy fog (alpha ~0.55) to lighter fog near clear edge
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float alpha = mix(0.55, 0.25, coverage) + noise_val * 0.1;
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COLOR = vec4(DARK_OVERLAY, alpha);
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}
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} else if (explored > 0.3) {
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// Layer 3: Deep fog (previously 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_val = texture(noise_tex, tile * 0.015 + vec2(time * 0.045, time * 0.03)).r;
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vec3 tint_color = mix(vec3(0.04), zone_tint, 0.1);
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float alpha = mix(0.78, 0.90, noise_val); // Fog breathes
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COLOR = vec4(tint_color, alpha);
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} else {
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// Layer 5: Unexplored, no maps — information zero
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COLOR = vec4(UNEXPLORED_COLOR, 1.0);
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}
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}
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}
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