feat(perception): ground vision cone in human sensory physiology
- Visible half-angle 150° → 100° (200° arc), matching average human binocular field. Blind spot widens from 60° to 160° — genuine vulnerability behind the character. - Forward half-angle stays at 60° (120° arc) — binocular overlap zone. - Peripheral zone represents combined sensory awareness: visual periphery + subconscious sound/motion tracking, not just eyes. - Per-character VisionConeConfig allows implants and perception modes (D-017) to widen beyond the unaugmented baseline. - Fog shader: smooth back-edge gradient via smoothstep blend between Layer 2 (peripheral) and Layer 3 (deep fog), eliminating blocky stair-stepped tiles at the rear of the vision cone. - D-015 updated with physiological basis and per-character config. - D-017 updated with vision cone modification by perception modes. - D-020 updated with protocol versioning policy: PROTOCOL_VERSION gates wire format, not gameplay parameters. - DB backup after sprint 21 close. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -73,33 +73,36 @@ void fragment() {
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vis = 0.0;
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}
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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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// Alpha matches Layer 2 at boundary (coverage=1.0 → 0.25) for continuity
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float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
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COLOR = vec4(DARK_OVERLAY, 0.25 * (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 ~0.38) to lighter fog near clear edge
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// Taper noise to zero near the clear boundary — preserves breathing in deep
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// peripheral but keeps the Layer 1/2 transition clean (no curly edge)
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float noise_weight = 1.0 - smoothstep(0.5, 1.0, coverage);
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float alpha = mix(0.38, 0.25, coverage) + noise_val * 0.05 * noise_weight;
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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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if (vis > CLEAR_THRESHOLD) {
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// Layer 1: Clear — soft edge gradient
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// Alpha matches Layer 2 at boundary (coverage=1.0 → 0.25) for continuity
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float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
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COLOR = vec4(DARK_OVERLAY, 0.25 * (1.0 - edge));
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} else if (vis > PERIPHERAL_LOW || explored > 0.3) {
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// Layers 2-3: smooth blend between peripheral fog and deep fog.
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// Same gradient approach as the forward cone — smoothstep over the
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// blur radius eliminates stair-stepped tile edges at the back of
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// the vision cone.
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// Layer 2: peripheral fog
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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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float noise_weight = 1.0 - smoothstep(0.5, 1.0, coverage);
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float l2_alpha = mix(0.38, 0.25, coverage) + noise_val * 0.05 * noise_weight;
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// Layer 3: deep fog (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 * 0.06, time * 0.045)).r;
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float noise_deep = texture(noise_tex, tile * 0.015 + vec2(time * 0.06, time * 0.045)).r;
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vec3 tint_color = mix(vec3(0.04), zone_tint, 0.1);
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float alpha = mix(0.62, 0.76, noise_val); // Fog breathes
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COLOR = vec4(tint_color, alpha);
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float l3_alpha = mix(0.62, 0.76, noise_deep);
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// Back-edge gradient: blend Layer 2 → Layer 3 over the blur radius.
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// PERIPHERAL_LOW * 3.0 ≈ 0.24 — matches the 3-4 tile Gaussian tail.
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float back_edge = smoothstep(0.0, PERIPHERAL_LOW * 3.0, vis);
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float alpha = mix(l3_alpha, l2_alpha, back_edge);
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vec3 color = mix(tint_color, DARK_OVERLAY, back_edge);
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COLOR = vec4(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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