Merge remote-tracking branch 'origin/visual'

# Conflicts:
#	CHANGELOG.md
#	client/scripts/autoloads/fog_state.gd
#	client/shaders/fog.gdshader
This commit is contained in:
2026-02-28 23:43:26 +01:00
4 changed files with 204 additions and 131 deletions
+61 -40
View File
@@ -1,13 +1,18 @@
shader_type canvas_item;
// D-059: 3-layer fog shader. Composites over world content.
// Layer 1: Clear (forward cone) — transparent, soft gradient edge
// Layer 2: Explored fog — light overlay (~25-30%), art fully preserved
// Layer 3: Unexplored — solid near-black #12141a
// D-059: 3-state fog shader (simplified from 5-layer by #569).
// State 1: Clear (forward cone) — transparent, soft Gaussian gradient edge (3-4 tile radius)
// State 2: Explored (out of cone, EXP_EXPLORED) — two sub-zones by vis proximity:
// a) Light fog (near cone gradient): alpha 0.25-0.35, neutral dark, 8-10s breathe
// b) Deep fog (far from cone, vis≈0): alpha 0.55-0.70, zone temperature tint, 15-20s breathe
// State 3: Unexplored — solid near-black #12141a
// D-033: Entity colors are NOT affected — they render above the fog overlay (z-layer 5).
// D-046: Zone temperature tint from zone_tint_tex — warm=bar, cool=hub, neutral=corridor.
// D-077: zone_tint_tex populated per-tile from server zone_id via fog_state.gd.
uniform sampler2D visibility_tex : filter_linear, repeat_disable;
uniform sampler2D exploration_tex : filter_nearest, repeat_disable;
uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable;
uniform sampler2D exploration_tex : filter_linear, repeat_disable;
uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // nearest: zones have hard boundaries (D-073)
uniform sampler2D noise_tex : filter_linear, repeat_enable;
uniform vec2 rect_pos; // World-space position of the ColorRect (pixels)
uniform vec2 rect_sz; // World-space size of the ColorRect (pixels)
@@ -18,12 +23,10 @@ uniform float time; // Seconds since start
uniform bool debug_exploration = false; // When true, render raw exploration texture
const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
const vec3 FOG_OVERLAY_COLOR = vec3(0.06, 0.07, 0.12); // Dark blue-grey fog tint
const vec3 DARK_OVERLAY = vec3(0.02, 0.02, 0.05); // neutral dark (light fog zone)
// D-066: 6-8 sim tile soft gradient at cone boundary.
// 7x7 Gaussian kernel sampling at 2-texel intervals spreads across ±6 tiles.
// Effective sigma = 4 tiles in world space (sigma_kernel=2.0 * step=2.0).
// At 2-sigma (8 tiles): weight drops to 0.14, giving ~6-8 tile visible gradient.
// Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0).
// Spreads the cone boundary into a 3-4 tile radius gradient — no hard tile-stepped edges.
float sample_visibility(vec2 uv) {
vec2 t = 2.0 / map_size;
float sum = 0.0;
@@ -50,12 +53,10 @@ void fragment() {
return;
}
float vis = sample_visibility(tex_uv);
float explored = texture(exploration_tex, tex_uv).r;
// Debug mode: render raw exploration texture (bypass fog rendering).
// Green = EXP_VISIBLE (255), blue = EXP_EXPLORED (128), red = EXP_UNEXPLORED (0).
if (debug_exploration) {
float explored = texture(exploration_tex, tex_uv).r;
if (explored > 0.9) {
COLOR = vec4(0.0, explored, 0.0, 0.8); // Green: currently visible
} else if (explored > 0.1) {
@@ -66,36 +67,56 @@ void fragment() {
return;
}
// D-066: 6-8 sim tile gradient at the cone boundary.
// smoothstep(0.02, 0.95, vis) maps the Gaussian-blurred visibility into a
// smooth clarity ramp spanning the full blur radius — no tile-stepping.
float clarity = smoothstep(0.02, 0.95, vis);
float vis_raw = texture(visibility_tex, tex_uv).r;
float vis = sample_visibility(tex_uv);
float explored = texture(exploration_tex, tex_uv).r;
if (explored < 0.01) {
// Unexplored: smooth fade from transparent (inside cone) to solid black (beyond).
// The Gaussian vis gradient drives alpha — same ramp as explored fog — so the
// cone edge looks seamless regardless of whether adjacent tiles are explored.
// World art is NOT preserved in this region: alpha approaches 1.0 outside the cone.
COLOR = vec4(UNEXPLORED_COLOR, 1.0 - clarity);
return;
// Prevent gradient bleed into never-explored tiles
if (explored < 0.01 && vis_raw < 0.01) {
vis = 0.0;
}
// Explored fog: light overlay preserving all art and information (D-059).
// fog_alpha ~0.27-0.31 -> world appears at ~70% brightness with blue-grey tint.
// 8-10s Perlin noise adds atmosphere without obscuring content.
float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
float fog_alpha = 0.27 + noise_val * 0.04;
if (explored < 0.01 && vis < 0.01) {
// Unexplored: solid near-black — information zero
COLOR = vec4(UNEXPLORED_COLOR, 1.0);
} else {
// Light fog noise — fast cycle (~9s), ±0.05 breathing
float noise_fast = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
// Deep fog noise — slow cycle (~20s), ±0.075 breathing (more pronounced)
float noise_slow = texture(noise_tex, tile * 0.02 + vec2(time * 0.05, time * 0.035)).r;
// Blend from fog (clarity=0, out of cone) to clear (clarity=1, in cone)
float alpha = mix(fog_alpha, 0.0, clarity);
vec3 color = mix(FOG_OVERLAY_COLOR, vec3(0.0), clarity);
// Light fog: alpha 0.25-0.35 (centered at 0.30, ±0.05 breathe)
// Noise remapped to [-1,+1] for symmetric breathing around baseline.
float light_fog_alpha = 0.30 + (noise_fast * 2.0 - 1.0) * 0.05;
// Hard step at the explored/unexplored tile boundary.
// exploration_tex uses filter_nearest: explored is exactly 0.0, ~0.5, or 1.0.
// smoothstep maps these to 0.0 or 1.0 — no sub-tile blending.
float exp_fade = smoothstep(0.0, 0.2, explored);
alpha = mix(1.0, alpha, exp_fade);
color = mix(UNEXPLORED_COLOR, color, exp_fade);
// Deep fog: alpha 0.55-0.70 (centered at 0.625, ±0.075 breathe)
float deep_fog_alpha = 0.625 + (noise_slow * 2.0 - 1.0) * 0.075;
COLOR = vec4(color, alpha);
// Blend deep <-> light fog by proximity to cone:
// vis=0 (far from cone) → deep_factor=1 → deep fog
// vis=0.3 (cone gradient) → deep_factor=0 → light fog
// vis=0.85+ (inside cone) → clarity=1 → transparent (clear)
float deep_factor = 1.0 - smoothstep(0.0, 0.30, vis);
float fog_alpha = mix(light_fog_alpha, deep_fog_alpha, deep_factor);
// Zone temperature tint (D-059/D-046/D-077):
// Deep fog color uses zone_tint_tex; light fog uses neutral DARK_OVERLAY.
// zone_tint_tex is populated per-tile from server zone_id via fog_state.gd.
vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
// Clarity ramp: transparent inside cone, fogged at edges and beyond
float clarity = smoothstep(0.0, 0.85, vis);
float alpha = mix(fog_alpha, 0.0, clarity);
// Color: deep fog → zone temperature tint; light fog → neutral dark overlay
vec3 fog_color = mix(DARK_OVERLAY, zone_tint, deep_factor);
vec3 color = mix(fog_color, vec3(0.0), clarity);
// Soft edge between explored and unexplored
float exp_fade = smoothstep(0.0, 0.3, explored);
alpha = mix(1.0, alpha, exp_fade);
color = mix(UNEXPLORED_COLOR, color, exp_fade);
COLOR = vec4(color, alpha);
}
}