shader_type canvas_item; // D-059/D-015: 3-state fog shader (simplified from 5-layer by #569). // State 1: Clear (forward cone) — transparent, soft gradient edge (6-8 tile radius) // State 2: Explored (out of cone) — light fog overlay, alpha 0.25-0.35, zone temperature tint, // 8-10s Perlin breathe. Art and information preserved, just "not fresh" (D-015). // 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. // // Texture pipeline (fog_state.gd): binary 0/255 at 1× tile resolution → CPU Gaussian blur // (sigma 2.0, 6-8 tile gradient) → Image.resize 4× bilinear upscale → RGBA8 convert. // Textures arrive here with smooth sub-tile gradients — no GPU-side blur needed. uniform sampler2D visibility_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution uniform sampler2D exploration_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // D-073: hard zone boundaries 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) uniform vec2 map_offset; // map_bounds.position (tiles) uniform vec2 map_size; // map_bounds.size (tiles) uniform float tile_size; // Pixels per sim tile 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 void fragment() { vec2 world_px = rect_pos + UV * rect_sz; vec2 tile = world_px / tile_size; vec2 tex_uv = (tile - map_offset) / map_size; // Outside known map -> unexplored // Note: no early return — fragment() in OpenGL3 compat doesn't support return. 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); // Debug mode: render RAW exploration texture with filter_linear. // If hardware bilinear works, should show smooth sub-tile gradients. } else if (debug_exploration) { float explored_raw = texture(exploration_tex, tex_uv).r; COLOR = vec4(vec3(explored_raw), 0.9); } else { float vis = texture(visibility_tex, tex_uv).r; float explored = texture(exploration_tex, tex_uv).r; if (explored < 0.01 && vis < 0.01) { // Unexplored: solid near-black — information zero COLOR = vec4(UNEXPLORED_COLOR, 1.0); } else { // Fog noise — 8-10s breathe cycle, ±0.05 symmetric around baseline float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r; float fog_alpha = 0.30 + (noise_val * 2.0 - 1.0) * 0.05; // 0.25-0.35 // Zone temperature tint (D-046/D-077): subtle warm/cool/neutral per zone vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb; // Clarity ramp: transparent inside cone, light fog at edges and beyond float clarity = smoothstep(0.0, 0.85, vis); float alpha = mix(fog_alpha, 0.0, clarity); vec3 color = mix(zone_tint, vec3(0.0), clarity); // Soft edge between explored and unexplored. // The exploration texture is binary (explored-or-not) blurred over ~12 tiles. // At the physical tile boundary, explored ≈ 0.5. Squaring the fade keeps // fog nearly opaque there (97%), hiding tile-aligned content edges. // Content appears gradually 4-6 tiles inside the explored area. float exp_fade = smoothstep(0.3, 1.0, explored); exp_fade *= exp_fade; // Steeper curve: fog stays opaque near content edge alpha = mix(1.0, alpha, exp_fade); color = mix(UNEXPLORED_COLOR, color, exp_fade); COLOR = vec4(color, alpha); } } }