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>
This commit is contained in:
2026-02-16 23:26:23 +01:00
co-authored by Claude Opus 4.6
parent bc875d607f
commit 8bf7f6e610
5 changed files with 84 additions and 41 deletions
+30 -31
View File
@@ -38,37 +38,36 @@ void fragment() {
// Outside known map → unexplored
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);
return;
}
float vis = texture(visibility_tex, tex_uv).r;
float explored = texture(exploration_tex, tex_uv).r;
if (vis > PERIPHERAL_LOW) {
// In or near vision cone
if (vis > CLEAR_THRESHOLD) {
// Layer 1: Clear — soft edge gradient
float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
COLOR = vec4(0.0, 0.0, 0.0, 1.0 - edge);
} else {
// Layer 2: Light fog (peripheral + forward edge)
// D-059: animated Perlin noise, 8-10s cycle
float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
float coverage = smoothstep(PERIPHERAL_LOW, CLEAR_THRESHOLD, vis);
// Blend from heavy fog (alpha ~0.55) to lighter fog near clear edge
float alpha = mix(0.55, 0.25, coverage) + noise_val * 0.1;
COLOR = vec4(DARK_OVERLAY, alpha);
}
} else if (explored > 0.3) {
// Layer 3: Deep fog (previously explored, no longer in LOS)
// D-059: near-monochrome, ~10% zone temperature tint, 15-20s breathing cycle
vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
float noise_val = texture(noise_tex, tile * 0.015 + vec2(time * 0.045, time * 0.03)).r;
vec3 tint_color = mix(vec3(0.04), zone_tint, 0.1);
float alpha = mix(0.78, 0.90, noise_val); // Fog breathes
COLOR = vec4(tint_color, alpha);
} else {
// Layer 5: Unexplored, no maps — information zero
COLOR = vec4(UNEXPLORED_COLOR, 1.0);
float vis = texture(visibility_tex, tex_uv).r;
float explored = texture(exploration_tex, tex_uv).r;
if (vis > PERIPHERAL_LOW) {
// In or near vision cone
if (vis > CLEAR_THRESHOLD) {
// Layer 1: Clear — soft edge gradient
float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
COLOR = vec4(0.0, 0.0, 0.0, 1.0 - edge);
} else {
// Layer 2: Light fog (peripheral + forward edge)
// D-059: animated Perlin noise, 8-10s cycle
float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
float coverage = smoothstep(PERIPHERAL_LOW, CLEAR_THRESHOLD, vis);
// Blend from heavy fog (alpha ~0.55) to lighter fog near clear edge
float alpha = mix(0.55, 0.25, coverage) + noise_val * 0.1;
COLOR = vec4(DARK_OVERLAY, alpha);
}
} else if (explored > 0.3) {
// Layer 3: Deep fog (previously explored, no longer in LOS)
// D-059: near-monochrome, ~10% zone temperature tint, 15-20s breathing cycle
vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
float noise_val = texture(noise_tex, tile * 0.015 + vec2(time * 0.045, time * 0.03)).r;
vec3 tint_color = mix(vec3(0.04), zone_tint, 0.1);
float alpha = mix(0.78, 0.90, noise_val); // Fog breathes
COLOR = vec4(tint_color, alpha);
} else {
// Layer 5: Unexplored, no maps — information zero
COLOR = vec4(UNEXPLORED_COLOR, 1.0);
}
}
}