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 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 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 const vec3 FOG_OVERLAY_COLOR = vec3(0.06, 0.07, 0.12); // Dark blue-grey fog tint // 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. 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; } 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 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); 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) { if (explored > 0.9) { COLOR = vec4(0.0, explored, 0.0, 0.8); // Green: currently visible } else if (explored > 0.1) { COLOR = vec4(0.0, 0.0, explored * 2.0, 0.8); // Blue: explored } else { COLOR = vec4(0.5, 0.0, 0.0, 0.8); // Red: unexplored } 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); 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; } // 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; // 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); // Soft transition at the explored/unexplored tile boundary. // exploration_tex uses filter_nearest: explored is exactly 0.0, ~0.5, or 1.0. float exp_fade = smoothstep(0.0, 0.2, explored); alpha = mix(1.0, alpha, exp_fade); color = mix(UNEXPLORED_COLOR, color, exp_fade); COLOR = vec4(color, alpha); }