--- title: "Fog Shader Architecture — #430 (D-059)" description: "Shader-driven fog system architecture — FogState autoload, fragment shader spec, texture pipeline (CPU blur + RGBA8), fog entities, and zone temperature tinting" type: architecture status: active ticket: "#430" decision_refs: [D-059, D-049, D-046, D-077, D-015] author: "Tyre" created: YYYY-MM-DD updated: YYYY-MM-DD --- # Fog Shader Architecture — #430 (D-059) Ticket: #430 | Decision: D-059 | Sprint: 6 Author: Tyre (architecture) | Implementer: Stig Updated: Sprint 22 (#569 simplification + #563 alpha tuning) | Stig + Araminta ## Current State (Sprint 22) The fog system was simplified from the original 5-layer spec in Sprint 22 (#569): | Original D-059 Layer | Sprint 22 Status | Notes | |----------------------|------------------|-------| | 1. Clear (forward cone) | Implemented | CPU Gaussian blur (sigma 2.0) → 4× bilinear upscale → RGBA8. Smooth sub-tile gradients. | | 2. Light fog (cone gradient) | Simplified — merged into gradient | Peripheral sector removed from server (#569); CPU blur + bilinear upscale provides soft transition | | 3. Deep fog (previously explored) | Simplified — D-015 light fog | Alpha 0.25-0.35 with zone temperature tint. Explored tiles show through light haze. | | 4. Unexplored + maps app | Deferred | v0.1.2+, requires mapped_tiles in ObserverSnapshot | | 5. Unexplored (no maps) | Implemented | Solid near-black #12141a | **Texture pipeline (fog_state.gd):** Binary 0/255 data at 1× tile resolution → CPU Gaussian blur (sigma 2.0, radius 4) → `Image.resize()` 4× bilinear upscale → `Image.convert()` RGBA8. GL compat mode doesn't bilinear-filter R8 textures; RGBA8 at 4× resolves this. Exploration data is binarized (0/128/255 → 0/255) before blur to avoid a second gradient at the explored/visible boundary. **Alpha values (Sprint 22, D-015):** - Light fog zone (explored, out of cone): alpha 0.25-0.35, breathing ±0.05 (8-10s) - Zone temperature tint active in explored zone (D-059/D-046/D-077) - Explored/unexplored boundary: squared fade keeps fog opaque at tile content edge ## Overview 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. 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." ## Scene Tree (D-049 Compliant) After the z-layer restructure, the relevant scene tree is: ``` World (Node2D) [world_renderer.gd] FogGroup (CanvasGroup) # Composites layers 0-4 FloorTiles (TileMapLayer) # z:0 FloorObjects (Node2D) # z:1 YSortGroup (Node2D, y_sort) # z:2-3 Entities (Node2D, y_sort) # z:3 Overhead (Node2D) # z:4 FogOverlay (Node2D) [fog_shader.gd] # z:10, replaces old TileMapLayer FogEntities (Node2D) # Sound pings, entity ghosts (sprites) ``` **Key:** `FogGroup` (CanvasGroup) composites everything in layers 0-4 into a single texture. The fog shader does NOT go on FogGroup — instead, the `FogOverlay` node draws a full-screen fog quad whose fragment shader reads visibility data to determine what's clear, fogged, or hidden. ## Architecture ### Why NOT a CanvasGroup material shader? The initial instinct is to put a fragment shader on the CanvasGroup itself (as `material`). However, this has a problem: the CanvasGroup shader can only darken/modify what's already rendered. For unexplored areas, we need to draw **over** the world content (solid near-black, or wireframe overlay). A CanvasGroup shader can desaturate and dim, but it can't add new visual content (wireframe outlines for layer 4). **Solution:** `FogOverlay` is a `Node2D` with a `ColorRect` child (full-viewport size) that uses a `ShaderMaterial`. The shader reads uniform textures to determine per-pixel fog state. This overlay sits above the FogGroup in z-order and composites fog effects over the world. ### Data Flow ``` Server (each tick) └─ ObserverSnapshot ├─ visible_positions: Dictionary (LOS result, forward cone only) └─ visible_tiles: Array<{x, y, z, type, zone_id}> (known map extent + zone metadata) GameState (autoload) └─ Stores all above FogState (new autoload) ├─ visibility_texture: ImageTexture # Updated every tick from visible_positions ├─ exploration_texture: ImageTexture # Persistent — accumulates explored areas ├─ zone_tint_texture: ImageTexture # Per-tile zone temperature tint └─ map_bounds: Rect2i # Known map extent for texture sizing FogOverlay (Node2D) [fog_shader.gd] ├─ ColorRect with ShaderMaterial │ └─ Fragment shader reads: │ uniform sampler2D visibility_tex; # Current LOS │ uniform sampler2D exploration_tex; # Historical explored │ uniform sampler2D zone_tint_tex; # Zone temperature colors │ uniform float time; # For noise animation │ uniform vec2 map_offset; # World-to-texture mapping │ uniform vec2 map_size; # Texture dimensions in tiles └─ FogEntities (Node2D) └─ Sound pings, recognized entities, grey blobs (sprites) ``` ### FogState Autoload New autoload: `client/scripts/autoloads/fog_state.gd` This manages fog-related game state that persists across frames. It is NOT a renderer — it's data. ```gdscript class_name FogState extends Node # Texture dimensions match map bounds (1 pixel per sim tile) var map_bounds: Rect2i = Rect2i() var _visibility_image: Image # Red channel: 0=not visible, 255=visible var _exploration_image: Image # Red channel: 0=unexplored, 128=explored (deep fog), # 255=currently visible (clear) var _zone_tint_image: Image # RGB: zone temperature tint color per tile var visibility_texture: ImageTexture var exploration_texture: ImageTexture var zone_tint_texture: ImageTexture func update_from_state() -> void: # Called every tick by fog_shader.gd # 1. Resize textures if map_bounds changed (grow-only) # 2. Clear visibility_image to 0 (black) # 3. Write visible_positions from GameState → red channel = 255 (forward cone only) # 4. Update exploration_image: visible pixels → 255, # tiles leaving LOS decay to 128 (EXP_EXPLORED) # 5. Update zone_tint_image: write zone_id → temperature color per tile # 6. Upload changed images to textures ``` **Performance note:** `Image.set_pixel()` in a loop is ~0.05ms for 400 tiles. Acceptable. For larger maps, switch to `Image.set_data()` with a pre-built `PackedByteArray`. ### Fragment Shader File: `client/shaders/fog.gdshader` The shader reads pre-smoothed RGBA8 textures (CPU blur + 4× bilinear upscale) and determines fog state per pixel. No GPU-side blur — 2 texture reads per pixel. ```glsl // 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); // Explored/unexplored boundary: squared fade hides tile content edges float exp_fade = smoothstep(0.3, 1.0, explored); exp_fade *= exp_fade; // Steeper: fog stays opaque near content edge alpha = mix(1.0, alpha, exp_fade); color = mix(UNEXPLORED_COLOR, color, exp_fade); ``` **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 The shader needs to map screen pixels → tile coordinates to sample the fog textures. **Approach:** The `ColorRect` is sized to match the viewport. In `_process()`, update its position to track the camera so it covers the visible area. Pass camera offset as a uniform. Alternatively: use `SCREEN_UV` with `SCREEN_PIXEL_SIZE` and the known camera transform. This avoids moving the ColorRect. **Recommended:** Make the ColorRect a child of the Camera2D (so it moves with the camera) and pass the camera's world position as a uniform. The shader then computes `world_pos = camera_offset + VERTEX` to get the world coordinate per pixel. ### Vision Cone Integration The vision cone is already implemented as PointLight2D on the player entity (D-046). For the fog shader, the vision cone data comes through `visibility_tex` (populated from `GameState.visible_positions`). The PointLight2D continues to provide the visual lighting effect on layers 0-4 (inside the FogGroup). The fog shader reads the same LOS data but applies it as fog/no-fog rather than light/dark. **Important distinction:** - **PointLight2D** = visual lighting (warm/cool, D-046 color temperature) on world content - **Fog shader** = information boundary (what the character knows vs doesn't know) These are separate systems that happen to use the same LOS data. The vision cone PointLight2D should NOT be removed — it provides the Darkwood-style light pooling on the world layer. ### Fog Entities (Sprites on Layer 5) Fog entities are NOT shader effects — they're GDScript-spawned sprites under `FogOverlay/FogEntities`: **Sound pings:** - Scene: `fog_sound_ping.tscn` — 2-3 concentric `Line2D` circles - Behavior: expand from center, fade over 1.5s, insert white-blue color - Loud: 3 rings, bright, fast expansion - Quiet: 1 ring, faint, slow expansion - Max simultaneous: 5 **Recognized entity (in fog):** - Scene: `fog_entity_ghost.tscn` — colored glow + silhouette feature - D-033 color glow (relationship color) - 0.8s breathing pulse (modulate alpha oscillation) - +/-0.5 tile position drift (not exact — information is approximate) - Recognition transition: grey blob → D-033 color over ~0.3s (within D-060 cognitive delay) **Unrecognized entity (in fog):** - Scene: `fog_entity_blob.tscn` — neutral grey #555566 blob - No identifying features, no silhouette - Position drift same as recognized **Max simultaneous fog entities:** 10 typical, 15 max. Each is 1-2 draw calls. Trivial. ## FogState Update Lifecycle ``` Per tick (in _process or on snapshot signal): 1. FogState.update_from_state() → Grow bounds if new tiles visible → Write visibility from GameState.visible_positions (forward cone) → Decay exploration: tiles leaving LOS → EXP_EXPLORED (128) → Write zone tint from visible_tiles[].zone_id → Upload changed textures 2. FogOverlay._process(): → Update shader uniforms (visibility_tex, exploration_tex, zone_tint_tex, time) → Update fog entity positions/states from ObserverSnapshot fog entity data ``` ## Performance Budget | Component | Budget | Estimate | Notes | |-----------|--------|----------|-------| | CPU Gaussian blur (1×, 40×40) | 0.2ms | ~0.1ms | Separable, sigma=2.0, radius=4 (vis: 1 pass, exp: 2 passes) | | Image.resize C++ (40→160) | 0.1ms | ~0.05ms | INTERPOLATE_BILINEAR, 2× textures | | Image.convert R8→RGBA8 | 0.1ms | ~0.02ms | GL compat bilinear requires RGBA8 | | Texture upload (RGBA8 160×160) | 0.2ms | ~0.1ms | 2× textures, ~200KB total | | Fragment shader (1080p) | 0.2ms | ~0.05ms | 2 texture reads/px (was 98 with GPU blur) | | Fog entity sprites | 0.2ms | ~0.05ms | 0-15 sprites, trivial draw calls | | **Total** | **<1ms** | **~0.37ms** | Well within D-059 budget | ## Files to Create | File | Type | Purpose | |------|------|---------| | `client/scripts/autoloads/fog_state.gd` | Autoload | Fog texture management, exploration persistence | | `client/scripts/rendering/fog_shader.gd` | Script | FogOverlay node controller, shader uniform updates | | `client/shaders/fog.gdshader` | Shader | Fragment shader for 3-state fog (clear / explored / unexplored) | | `client/scenes/fog_sound_ping.tscn` | Scene | Sound ping rings (deferred to Sprint 7+, #431) | | `client/scenes/fog_entity_ghost.tscn` | Scene | Recognized entity ghost (deferred to Sprint 7+, #431) | | `client/scenes/fog_entity_blob.tscn` | Scene | Unrecognized entity blob (deferred to Sprint 7+, #431) | ## Files to Delete | File | Reason | |------|--------| | `client/scripts/rendering/fog_renderer.gd` | Replaced entirely by fog_shader.gd + fog.gdshader | ## Files to Modify | File | Change | |------|--------| | `client/scenes/main.tscn` | Replace FogOverlay TileMapLayer with Node2D + ColorRect | | `client/scripts/rendering/world_renderer.gd` | Update fog_renderer reference to fog_shader | | `project.godot` | Add FogState autoload | ## Implementation Notes for Stig 1. **Start with the shader.** Get a basic 2-layer shader working (clear vs opaque) on a ColorRect, then incrementally add layers. 2. **Coordinate mapping is the hardest part.** Getting screen pixels → world tiles → texture UVs correct requires careful math. Test with a known map layout. 3. **Use Godot's NoiseTexture2D** resource for the Perlin noise rather than computing it in the shader. Pass it as a uniform. Scroll the UV offset with TIME for animation. 4. **The gradient edge** (Layer 1, 3-4 tile radius via 7x7 Gaussian) is the most visible quality differentiator. Use `smoothstep()` with the distance from the nearest non-visible tile. This may require encoding distance-to-edge in the visibility texture rather than binary 0/255. 5. **Fog entities are Sprint 7+ (#431).** For this sprint, just get the 3-state fog shader working. The FogEntities node can be empty. 6. **Test with the existing sim_bridge test mode** — it provides a visible_positions Dictionary with a 4-tile radius and Bresenham LOS. Good enough to validate the shader. ## Open Questions - **Q: How does the "maps app" data reach the client?** Layer 4 (unexplored + maps) needs to know which unexplored tiles the character's insert has map data for. This likely requires a new field in ObserverSnapshot (e.g., `mapped_tiles`). For Sprint 6, treat all explored tiles as "has maps" and all unexplored as "no maps" (layers 3 and 5 only, skip layer 4). Layer 4 is a v0.1.2+ feature. - **Resolved (Sprint 22, #563):** Zone temperature tints come from `zone_id` field on `visible_tiles[]` in `ObserverSnapshot` (D-077). `fog_state.gd` maps zone_id strings to `ZONE_TINTS` color dictionary. Without zone metadata, defaults to neutral dark `#1a1a1a`.