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 // Forward tiles = 1.0, Peripheral = 0.706 (180/255), not-visible = 0.0 const float CLEAR_THRESHOLD = 0.85; // Above this: fully clear // Lowered from 0.55 to capture blur-extended gradient tiles in the peripheral // branch. The 7x7 Gaussian (sigma 2.0) produces values down to ~0.08 at // 3 tiles from the LOS boundary — together with bilinear interpolation this // yields the 6-8 sim tile soft edge specified by D-059/D-066. const float PERIPHERAL_LOW = 0.08; // D-059: Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0). // The visibility texture is 1 texel per sim tile with discrete values // (0 / 180 / 255). Bilinear filtering alone only smooths across ~1 tile. // This blur spreads the LOS boundary into a 3-4 tile radius gradient; // combined with smoothstep transitions, produces 6-8 tile soft edge. // 49 taps from a tiny (~128x128) fully-cached texture — well under 1ms. float sample_visibility(vec2 uv) { vec2 t = 1.0 / 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() { // 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_raw = texture(visibility_tex, tex_uv).r; float vis = sample_visibility(tex_uv); float explored = texture(exploration_tex, tex_uv).r; // Don't bleed gradient into never-explored tiles — keep them Layer 5 if (explored < 0.01 && vis_raw < 0.01) { vis = 0.0; } if (vis > PERIPHERAL_LOW) { // In or near vision cone if (vis > CLEAR_THRESHOLD) { // Layer 1: Clear — soft edge gradient // Alpha matches Layer 2 at boundary (coverage=1.0 → 0.25) for continuity float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis); COLOR = vec4(DARK_OVERLAY, 0.25 * (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 ~0.38) to lighter fog near clear edge // Taper noise to zero near the clear boundary — preserves breathing in deep // peripheral but keeps the Layer 1/2 transition clean (no curly edge) float noise_weight = 1.0 - smoothstep(0.5, 1.0, coverage); float alpha = mix(0.38, 0.25, coverage) + noise_val * 0.05 * noise_weight; 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 * 0.06, time * 0.045)).r; vec3 tint_color = mix(vec3(0.04), zone_tint, 0.1); float alpha = mix(0.62, 0.76, noise_val); // Fog breathes COLOR = vec4(tint_color, alpha); } else { // Layer 5: Unexplored, no maps — information zero COLOR = vec4(UNEXPLORED_COLOR, 1.0); } } }