fix(assets): tune fog shader alpha and add zone temperature tint per D-059
Ticket #563. Light fog alpha tuned to 0.25-0.35 range (was 0.25-0.55), deep fog alpha set to 0.55-0.70 with zone temperature tint from zone_tint_tex (bar=warm #2a1f15, hub=cool #1a1f2e, corridor=neutral #1a1a1a). Two Perlin noise cycles: 8-10s light, 15-20s deep. Zone tint texture now populated per-tile from server zone_id in fog_state.gd with preservation across texture resizes. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -15,6 +15,20 @@ const EXP_UNEXPLORED: int = 0 # Never seen — total darkness
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const EXP_EXPLORED: int = 128 # Previously seen, now out of LOS — deep fog
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const EXP_VISIBLE: int = 255 # Currently in LOS — clear (written each frame)
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# Zone temperature tints (D-059 + D-046, Sprint 22) — keyed by zone_id string from server.
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# Matches audio_manager.gd ZONE_ASSETS zone_id strings for consistent zone semantics.
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# Colors are dark tints used as the fog overlay in the deep fog zone:
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# hub/workplace: #1a1f2e (cool blue-dark — terminal, institutional)
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# bar: #2a1f15 (warm amber-dark — social, inhabited)
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# corridor: #1a1a1a (neutral dark — transitional, maintenance)
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const ZONE_TINTS: Dictionary = {
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"hub": Color(0.102, 0.122, 0.180), # #1a1f2e — cool blue-dark
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"workplace": Color(0.102, 0.122, 0.180), # same as hub
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"bar": Color(0.165, 0.122, 0.082), # #2a1f15 — warm amber-dark
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"corridor": Color(0.102, 0.102, 0.102), # #1a1a1a — neutral dark
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}
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const ZONE_TINT_DEFAULT: Color = Color(0.102, 0.102, 0.102) # #1a1a1a neutral
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var map_bounds: Rect2i = Rect2i(0, 0, 1, 1)
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var visibility_texture: ImageTexture
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var exploration_texture: ImageTexture
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@@ -25,6 +39,8 @@ var _exp_bytes: PackedByteArray
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var _vis_image: Image
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var _exp_image: Image
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var _tint_image: Image
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# Zone tint stored as 3-channel RGB bytes (R, G, B per pixel) for preservation across resizes
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var _tint_bytes: PackedByteArray
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var _width: int = 1
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var _height: int = 1
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var _prev_visible: Dictionary = {} # Tiles visible last frame (for incremental decay)
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@@ -37,6 +53,7 @@ func _ready() -> void:
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func _resize(bounds: Rect2i) -> void:
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var old_bounds := map_bounds
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var old_exp := _exp_bytes
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var old_tint := _tint_bytes
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var old_w := _width
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var old_h := _height
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@@ -72,9 +89,35 @@ func _resize(bounds: Rect2i) -> void:
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_exp_image = Image.create_from_data(_width, _height, false, Image.FORMAT_R8, _exp_bytes)
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exploration_texture = ImageTexture.create_from_image(_exp_image)
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# Zone tint — neutral dark for Sprint 6 (zone metadata deferred)
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_tint_image = Image.create(_width, _height, false, Image.FORMAT_RGB8)
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_tint_image.fill(Color(0.05, 0.05, 0.08))
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# Zone tint — 3 bytes per pixel (RGB), default neutral dark
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var tint_sz := sz * 3
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_tint_bytes = PackedByteArray()
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_tint_bytes.resize(tint_sz)
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var default_r := int(ZONE_TINT_DEFAULT.r * 255.0)
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var default_g := int(ZONE_TINT_DEFAULT.g * 255.0)
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var default_b := int(ZONE_TINT_DEFAULT.b * 255.0)
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for i in range(sz):
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_tint_bytes[i * 3 + 0] = default_r
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_tint_bytes[i * 3 + 1] = default_g
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_tint_bytes[i * 3 + 2] = default_b
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# Preserve zone tint data from old bounds (zone tints are stable — tile zone never changes)
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if old_tint.size() > 0 and old_w > 0 and old_h > 0:
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var dx: int = old_bounds.position.x - bounds.position.x
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var dy: int = old_bounds.position.y - bounds.position.y
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for oy in range(old_h):
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var ny: int = oy + dy
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if ny < 0 or ny >= _height:
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continue
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for ox in range(old_w):
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var nx: int = ox + dx
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if nx < 0 or nx >= _width:
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continue
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var old_idx := (oy * old_w + ox) * 3
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var new_idx := (ny * _width + nx) * 3
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_tint_bytes[new_idx + 0] = old_tint[old_idx + 0]
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_tint_bytes[new_idx + 1] = old_tint[old_idx + 1]
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_tint_bytes[new_idx + 2] = old_tint[old_idx + 2]
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_tint_image = Image.create_from_data(_width, _height, false, Image.FORMAT_RGB8, _tint_bytes)
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zone_tint_texture = ImageTexture.create_from_image(_tint_image)
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_prev_visible.clear()
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@@ -126,6 +169,35 @@ func update_from_state() -> void:
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_exp_image.set_data(_width, _height, false, Image.FORMAT_R8, _exp_bytes)
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exploration_texture.update(_exp_image)
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# 3. Zone tint: write zone temperature color for currently visible tiles.
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# Zone data is stable (tile zone never changes) so we only write on first sight.
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# Data persists in _tint_bytes across frames and across resizes.
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var tint_dirty := false
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for tile in tiles:
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if not tile is Dictionary or not tile.has("x") or not tile.has("y"):
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continue
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var zone_id: String = str(tile.get("zone_id", ""))
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if zone_id.is_empty():
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continue
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var tint_color: Color = ZONE_TINTS.get(zone_id, ZONE_TINT_DEFAULT)
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var px: int = int(tile.x) - ox
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var py: int = int(tile.y) - oy
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if px < 0 or py < 0 or px >= _width or py >= _height:
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continue
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var tint_idx := (py * _width + px) * 3
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var new_r := int(tint_color.r * 255.0)
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var new_g := int(tint_color.g * 255.0)
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var new_b := int(tint_color.b * 255.0)
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# Only update if different from current (avoid spurious texture uploads)
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if _tint_bytes[tint_idx] != new_r or _tint_bytes[tint_idx + 1] != new_g or _tint_bytes[tint_idx + 2] != new_b:
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_tint_bytes[tint_idx + 0] = new_r
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_tint_bytes[tint_idx + 1] = new_g
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_tint_bytes[tint_idx + 2] = new_b
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tint_dirty = true
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if tint_dirty:
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_tint_image.set_data(_width, _height, false, Image.FORMAT_RGB8, _tint_bytes)
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zone_tint_texture.update(_tint_image)
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# Shallow copy — correct for Dictionary<Vector2i, bool/String> values
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_prev_visible = positions.duplicate()
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+40
-16
@@ -1,9 +1,14 @@
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shader_type canvas_item;
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// D-059: 3-layer fog shader. Composites over world content.
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// Layer 1: Clear (forward cone) — transparent, soft gradient edge
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// Layer 2: Explored fog — light overlay indicating "not fresh", art preserved
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// Layer 3: Unexplored — solid near-black #12141a
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// D-059: 3-state fog shader (simplified from 5-layer by #569).
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// State 1: Clear (forward cone) — transparent, soft Gaussian gradient edge (6-8 tile spread)
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// State 2: Explored (out of cone, EXP_EXPLORED) — two sub-zones by vis proximity:
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// a) Light fog (near cone gradient): alpha 0.25-0.35, neutral dark, 8-10s breathe
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// b) Deep fog (far from cone, vis≈0): alpha 0.55-0.70, zone temperature tint, 15-20s breathe
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// State 3: Unexplored — solid near-black #12141a
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// D-033: Entity colors are NOT affected — they render above the fog overlay (z-layer 5).
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// D-046: Zone temperature tint from zone_tint_tex — warm=bar, cool=hub, neutral=corridor.
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// D-077: zone_tint_tex populated per-tile from server zone_id via fog_state.gd.
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uniform sampler2D visibility_tex : filter_linear, repeat_disable;
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uniform sampler2D exploration_tex : filter_linear, repeat_disable;
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@@ -17,10 +22,10 @@ uniform float tile_size; // Pixels per sim tile
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uniform float time; // Seconds since start
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const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
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const vec3 DARK_OVERLAY = vec3(0.02, 0.02, 0.05);
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const vec3 DARK_OVERLAY = vec3(0.02, 0.02, 0.05); // neutral dark (light fog zone)
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// Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0).
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// Spreads the cone boundary into a 3-4 tile radius gradient for soft edges.
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// Spreads the cone boundary into a 3-4 tile radius gradient — no hard tile-stepped edges.
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float sample_visibility(vec2 uv) {
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vec2 t = 1.0 / map_size;
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float sum = 0.0;
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@@ -49,27 +54,46 @@ void fragment() {
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float vis = sample_visibility(tex_uv);
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float explored = texture(exploration_tex, tex_uv).r;
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// Don't bleed gradient into never-explored tiles
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// Prevent gradient bleed into never-explored tiles
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if (explored < 0.01 && vis_raw < 0.01) {
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vis = 0.0;
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}
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if (explored < 0.01 && vis < 0.01) {
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// Unexplored: solid near-black
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// Unexplored: solid near-black — information zero
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COLOR = vec4(UNEXPLORED_COLOR, 1.0);
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} else {
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// Continuous blend: clear vision (vis=1) -> light fog (vis=0).
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// The Gaussian blur creates a smooth 3-4 tile soft gradient
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// at the cone edge — no hard boundary.
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// Light fog noise — fast cycle (~9s), ±0.05 breathing
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float noise_fast = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
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// Deep fog noise — slow cycle (~20s), ±0.075 breathing (more pronounced)
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float noise_slow = texture(noise_tex, tile * 0.02 + vec2(time * 0.05, time * 0.035)).r;
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// Light fog: subtle animated overlay, preserves all art/info
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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 fog_alpha = 0.28 + noise_val * 0.04;
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// Light fog: alpha 0.25-0.35 (centered at 0.30, ±0.05 breathe)
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// Noise remapped to [-1,+1] for symmetric breathing around baseline.
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float light_fog_alpha = 0.30 + (noise_fast * 2.0 - 1.0) * 0.05;
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// Clarity ramp from the blurred visibility
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// Deep fog: alpha 0.55-0.70 (centered at 0.625, ±0.075 breathe)
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float deep_fog_alpha = 0.625 + (noise_slow * 2.0 - 1.0) * 0.075;
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// Blend deep <-> light fog by proximity to cone:
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// vis=0 (far from cone) → deep_factor=1 → deep fog
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// vis=0.3 (cone gradient) → deep_factor=0 → light fog
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// vis=0.85+ (inside cone) → clarity=1 → transparent (clear)
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float deep_factor = 1.0 - smoothstep(0.0, 0.30, vis);
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float fog_alpha = mix(light_fog_alpha, deep_fog_alpha, deep_factor);
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// Zone temperature tint (D-059/D-046/D-077):
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// Deep fog color uses zone_tint_tex; light fog uses neutral DARK_OVERLAY.
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// zone_tint_tex is populated per-tile from server zone_id via fog_state.gd.
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vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
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// Clarity ramp: transparent inside cone, fogged at edges and beyond
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float clarity = smoothstep(0.0, 0.85, vis);
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float alpha = mix(fog_alpha, 0.0, clarity);
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vec3 color = mix(DARK_OVERLAY, vec3(0.0), clarity);
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// Color: deep fog → zone temperature tint; light fog → neutral dark overlay
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vec3 fog_color = mix(DARK_OVERLAY, zone_tint, deep_factor);
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vec3 color = mix(fog_color, vec3(0.0), clarity);
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// Soft edge between explored and unexplored
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float exp_fade = smoothstep(0.0, 0.3, explored);
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@@ -2,10 +2,28 @@
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Ticket: #430 | Decision: D-059 | Sprint: 6
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Author: Tyre (architecture) | Implementer: Stig
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Updated: Sprint 22 (#569 simplification + #563 alpha tuning) | Stig + Araminta
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## Current State (Sprint 22)
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The fog system was simplified from the original 5-layer spec in Sprint 22 (#569):
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| Original D-059 Layer | Sprint 22 Status | Notes |
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|----------------------|------------------|-------|
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| 1. Clear (forward cone) | Implemented | Soft Gaussian gradient (7x7, sigma 2.0) |
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| 2. Light fog (peripheral sector) | Simplified — merged into gradient | Peripheral sector removed from server; gradient provides soft transition |
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| 3. Deep fog (previously explored) | Implemented — EXP_EXPLORED | Alpha 0.54-0.70 with zone temperature tint (#563) |
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| 4. Unexplored + maps app | Deferred | v0.1.2+, requires mapped_tiles in ObserverSnapshot |
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| 5. Unexplored (no maps) | Implemented | Solid near-black #12141a |
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**Alpha values (Sprint 22, #563):**
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- Light fog zone (near cone gradient, vis 0.0-0.3): alpha 0.26-0.34, breathing ±0.04 (8-10s)
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- Deep fog zone (EXP_EXPLORED, vis≈0): alpha 0.54-0.70, breathing ±0.08 (15-20s)
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- Zone temperature tint active in deep fog zone (D-059/D-046/D-077)
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## Overview
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Complete rewrite of the fog system. Delete `fog_renderer.gd` (TileMapLayer-based, 2-state binary fog) and replace with a shader-driven, 5-layer fog system on a CanvasGroup.
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Complete rewrite of the fog system. Delete `fog_renderer.gd` (TileMapLayer-based, 2-state binary fog) and replace with a shader-driven fog system on a CanvasGroup.
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The fog is **knowledge-graph-driven** — the same fog shows different information per character based on their KG. "Fog is not darkness — it's the absence of your attention."
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@@ -104,79 +122,36 @@ func update_from_state() -> void:
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File: `client/shaders/fog.gdshader`
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The shader determines fog layer per pixel based on the visibility and exploration textures.
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The shader determines fog state per pixel based on the visibility and exploration textures.
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Two explored sub-zones are distinguished by the blurred `vis` value (proximity to the forward cone):
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```glsl
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shader_type canvas_item;
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// Light fog noise — fast cycle (8-10s), subtle ±0.04 breathing
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float noise_fast = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
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// Deep fog noise — slow cycle (15-20s), more pronounced ±0.08 breathing
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float noise_slow = texture(noise_tex, tile * 0.02 + vec2(time * 0.05, time * 0.035)).r;
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uniform sampler2D visibility_tex : filter_nearest;
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uniform sampler2D exploration_tex : filter_nearest;
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uniform sampler2D zone_tint_tex : filter_nearest;
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uniform vec2 map_offset; // World position of texture origin (in pixels)
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uniform vec2 map_size; // Texture size in tiles
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uniform float tile_size; // Pixels per tile
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uniform float time; // Engine TIME for noise animation
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// Light fog: alpha 0.26-0.34 (near cone gradient)
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float light_fog_alpha = 0.30 + noise_fast * 0.04;
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// Deep fog: alpha 0.54-0.70 (far from cone, EXP_EXPLORED)
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float deep_fog_alpha = 0.62 + noise_slow * 0.08;
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// Fog layer colors
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const vec4 FOG_UNEXPLORED = vec4(0.071, 0.078, 0.102, 1.0); // #12141a
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const vec4 FOG_WIREFRAME = vec4(0.2, 0.2, 0.251, 1.0); // #333340
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const float LIGHT_FOG_DESAT = 0.45; // 40-50% desaturation
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const float LIGHT_FOG_DIM = 0.7; // brightness -30%
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const float DEEP_FOG_DESAT = 0.9; // near-monochrome
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const float DEEP_FOG_DIM = 0.25; // heavy dimming
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const float ZONE_TINT_STRENGTH = 0.1; // ~10% zone temperature tint
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// Blend deep <-> light fog by proximity to cone:
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// vis=0 (far from cone) → deep_factor=1 → deep fog color + alpha
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// vis=0.3 (cone gradient) → deep_factor=0 → light fog color + alpha
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// vis=0.85+ (inside cone) → clarity=1 → transparent (clear)
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float deep_factor = 1.0 - smoothstep(0.0, 0.30, vis);
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float fog_alpha = mix(light_fog_alpha, deep_fog_alpha, deep_factor);
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// Perlin noise (simplified — use Godot's NoiseTexture2D for production quality)
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// Alternatively: pass a pre-generated noise texture as another uniform.
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void fragment() {
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// Map screen pixel to tile coordinate
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vec2 world_pos = (SCREEN_UV * vec2(textureSize(visibility_tex, 0))) ;
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vec2 tile_uv = world_pos / map_size;
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// Sample textures
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float vis = texture(visibility_tex, tile_uv).r; // 0-1: current visibility
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float explored = texture(exploration_tex, tile_uv).r; // 0-1: exploration state
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vec3 zone_tint = texture(zone_tint_tex, tile_uv).rgb;
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// Determine fog layer:
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// vis > 0.7 → Layer 1: Clear (vision cone) — soft gradient edge
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// vis > 0.3 → Layer 2: Light fog (peripheral) — desaturated, noise
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// explored > 0.4 → Layer 3: Deep fog (previously explored) — monochrome + tint
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// explored > 0.1 → Layer 4: Unexplored + maps — wireframe outlines
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// else → Layer 5: Unexplored, no maps — solid near-black
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if (vis > 0.7) {
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// Layer 1: Clear — soft gradient at edge
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float edge = smoothstep(0.7, 1.0, vis);
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COLOR = vec4(0.0, 0.0, 0.0, 1.0 - edge); // Transparent in clear zone
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} else if (vis > 0.3) {
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// Layer 2: Light fog — desaturated + dim + animated noise
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float noise = _perlin(world_pos * 0.02 + vec2(time * 0.1, time * 0.05));
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float alpha = mix(0.4, 0.6, noise); // Animated fog density
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COLOR = vec4(0.02, 0.02, 0.05, alpha);
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} else if (explored > 0.4) {
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// Layer 3: Deep fog — near-monochrome + zone tint + breathing noise
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float noise = _perlin(world_pos * 0.01 + vec2(time * 0.03, time * 0.02));
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vec3 tint = mix(vec3(0.05), zone_tint, ZONE_TINT_STRENGTH);
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float alpha = mix(0.75, 0.85, noise); // Fog breathes
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COLOR = vec4(tint, alpha);
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} else if (explored > 0.1) {
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// Layer 4: Unexplored + maps app — geometric wireframe
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COLOR = FOG_WIREFRAME;
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// TODO: wireframe grid line overlay (1px every tile_size pixels)
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} else {
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// Layer 5: Unexplored, no maps — information zero
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COLOR = FOG_UNEXPLORED;
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}
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}
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// Zone temperature tint (D-059/D-046/D-077): deep fog color = zone tint
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vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
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vec3 fog_color = mix(DARK_OVERLAY, zone_tint, deep_factor);
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```
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**Note:** This is the architectural skeleton. The actual shader will need:
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- A proper noise function or noise texture uniform (Godot's `NoiseTexture2D` resource)
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- Correct world-to-UV coordinate mapping using `SCREEN_UV`, `CANVAS_MATRIX`, or vertex-passed world coords
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- The gradient edge for Layer 1 should span 6-8 sim tiles (D-059/D-066)
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- Layer 4 wireframe can use `mod()` on world coords for grid lines
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||||
**Zone temperature palette (D-046):**
|
||||
- `hub` / `workplace`: `#1a1f2e` — cool blue-dark (institutional/terminal)
|
||||
- `bar`: `#2a1f15` — warm amber-dark (social/inhabited)
|
||||
- `corridor`: `#1a1a1a` — neutral dark (transitional/maintenance)
|
||||
|
||||
### Coordinate Mapping
|
||||
|
||||
|
||||
Reference in New Issue
Block a user