fix(assets): add Gaussian blur to fog visibility for soft cone edge

The visibility texture has binary per-tile values (0/180/255) — bilinear
filtering alone only smooths ~1 tile, producing hard stair-stepped edges
at the LOS boundary instead of the 6-8 sim tile gradient D-059 specifies.

Add sample_visibility() with 7x7 Gaussian kernel (sigma 2.0) that
spreads the LOS boundary into a 3-4 tile radius gradient. Lower
PERIPHERAL_LOW from 0.55 to 0.08 so gradient tiles enter the peripheral
fog branch. Fix Layer 1/2 alpha discontinuity at CLEAR_THRESHOLD.
Guard against gradient bleed into unexplored tiles.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-27 19:40:49 +01:00
co-authored by Claude Opus 4.6
parent 8934a8201d
commit df1d9c8990
+35 -4
View File
@@ -22,10 +22,34 @@ uniform float time; // Seconds since start
const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
const vec3 DARK_OVERLAY = vec3(0.02, 0.02, 0.05);
// D-059 thresholds (after bilinear filtering)
// D-059 thresholds
// Forward tiles = 1.0, Peripheral = 0.706 (180/255), not-visible = 0.0
const float CLEAR_THRESHOLD = 0.85; // Above this: fully clear
const float PERIPHERAL_LOW = 0.55; // Below this: transition to deep/unexplored
// Lowered from 0.55 to capture blur-extended gradient tiles in the peripheral
// branch. The 7x7 Gaussian (sigma 2.0) produces values down to ~0.08 at
// 3 tiles from the LOS boundary — together with bilinear interpolation this
// yields the 6-8 sim tile soft edge specified by D-059/D-066.
const float PERIPHERAL_LOW = 0.08;
// D-059: Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0).
// The visibility texture is 1 texel per sim tile with discrete values
// (0 / 180 / 255). Bilinear filtering alone only smooths across ~1 tile.
// This blur spreads the LOS boundary into a 3-4 tile radius gradient;
// combined with smoothstep transitions, produces 6-8 tile soft edge.
// 49 taps from a tiny (~128x128) fully-cached texture — well under 1ms.
float sample_visibility(vec2 uv) {
vec2 t = 1.0 / map_size;
float sum = 0.0;
float weight = 0.0;
for (float dy = -3.0; dy <= 3.0; dy += 1.0) {
for (float dx = -3.0; dx <= 3.0; dx += 1.0) {
float w = exp(-(dx * dx + dy * dy) / 8.0);
sum += texture(visibility_tex, uv + vec2(dx, dy) * t).r * w;
weight += w;
}
}
return sum / weight;
}
void fragment() {
// Map UV (0-1 across ColorRect) to world pixels, then to tile coordinates
@@ -39,15 +63,22 @@ void fragment() {
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);
} else {
float vis = texture(visibility_tex, tex_uv).r;
float vis_raw = texture(visibility_tex, tex_uv).r;
float vis = sample_visibility(tex_uv);
float explored = texture(exploration_tex, tex_uv).r;
// Don't bleed gradient into never-explored tiles — keep them Layer 5
if (explored < 0.01 && vis_raw < 0.01) {
vis = 0.0;
}
if (vis > PERIPHERAL_LOW) {
// In or near vision cone
if (vis > CLEAR_THRESHOLD) {
// Layer 1: Clear — soft edge gradient
// Alpha matches Layer 2 at boundary (coverage=1.0 → 0.25) for continuity
float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
COLOR = vec4(0.0, 0.0, 0.0, 1.0 - edge);
COLOR = vec4(DARK_OVERLAY, 0.25 * (1.0 - edge));
} else {
// Layer 2: Light fog (peripheral + forward edge)
// D-059: animated Perlin noise, 8-10s cycle