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 Gaussian gradient edge (3-4 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. uniform sampler2D visibility_tex : filter_linear, 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) 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 // 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; 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); vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0)); sum += texture(visibility_tex, sample_uv).r * w; weight += w; } } return sum / weight; } // Soft gradient on exploration boundary (5x5, sigma 1.5). // Prevents hard tile-stepped staircase at explored/unexplored edge. float sample_exploration(vec2 uv) { vec2 t = 1.0 / map_size; float sum = 0.0; float weight = 0.0; for (float dy = -2.0; dy <= 2.0; dy += 1.0) { for (float dx = -2.0; dx <= 2.0; dx += 1.0) { float w = exp(-(dx * dx + dy * dy) / 4.5); vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0)); sum += texture(exploration_tex, sample_uv).r * w; weight += w; } } return sum / weight; } 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 (bypass fog rendering). // Green = EXP_VISIBLE (255), blue = EXP_EXPLORED (128), red = EXP_UNEXPLORED (0). } else if (debug_exploration) { float explored_dbg = texture(exploration_tex, tex_uv).r; if (explored_dbg > 0.9) { COLOR = vec4(0.0, explored_dbg, 0.0, 0.8); // Green: currently visible } else if (explored_dbg > 0.1) { COLOR = vec4(0.0, 0.0, explored_dbg * 2.0, 0.8); // Blue: explored } else { COLOR = vec4(0.5, 0.0, 0.0, 0.8); // Red: unexplored } } else { float vis_raw = texture(visibility_tex, tex_uv).r; float vis = sample_visibility(tex_uv); float explored_raw = texture(exploration_tex, tex_uv).r; float explored = sample_exploration(tex_uv); // Prevent gradient bleed into never-explored tiles (use raw, unblurred value) if (explored_raw < 0.01 && vis_raw < 0.01) { vis = 0.0; } 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 (blurred to avoid staircase) 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); } } }