shader_type canvas_item; // D-059: 5-layer fog shader. Composites over world content (layers 0-4). // Layer 1: Clear (vision cone) — transparent, soft gradient edge // Layer 2: Light fog (peripheral) — desaturated + dim + animated noise, 8-10s cycle // Layer 3: Deep fog (explored) — near-monochrome + zone tint + breathing, 15-20s cycle // Layer 4: Unexplored + maps — wireframe (Sprint 6: deferred, treated as Layer 5) // Layer 5: Unexplored, no maps — solid near-black #12141a 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; 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 // D-059 fog layer colors 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) // 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 void fragment() { // Map UV (0-1 across ColorRect) to world pixels, then to tile coordinates vec2 world_px = rect_pos + UV * rect_sz; vec2 tile = world_px / tile_size; // Map tile coordinate to texture UV vec2 tex_uv = (tile - map_offset) / map_size; // Outside known map → unexplored 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 explored = texture(exploration_tex, tex_uv).r; if (vis > PERIPHERAL_LOW) { // In or near vision cone if (vis > CLEAR_THRESHOLD) { // Layer 1: Clear — soft edge gradient float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis); COLOR = vec4(0.0, 0.0, 0.0, 1.0 - edge); } else { // Layer 2: Light fog (peripheral + forward edge) // D-059: animated Perlin noise, 8-10s cycle float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r; float coverage = smoothstep(PERIPHERAL_LOW, CLEAR_THRESHOLD, vis); // Blend from heavy fog (alpha ~0.55) to lighter fog near clear edge float alpha = mix(0.55, 0.25, coverage) + noise_val * 0.1; COLOR = vec4(DARK_OVERLAY, alpha); } } else if (explored > 0.3) { // Layer 3: Deep fog (previously explored, no longer in LOS) // D-059: near-monochrome, ~10% zone temperature tint, 15-20s breathing cycle vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb; float noise_val = texture(noise_tex, tile * 0.015 + vec2(time * 0.045, time * 0.03)).r; vec3 tint_color = mix(vec3(0.04), zone_tint, 0.1); float alpha = mix(0.78, 0.90, noise_val); // Fog breathes COLOR = vec4(tint_color, alpha); } else { // Layer 5: Unexplored, no maps — information zero COLOR = vec4(UNEXPLORED_COLOR, 1.0); } } }