shader_type canvas_item; // D-059: 3-state fog shader (simplified from 5-layer by #569). // State 1: Clear (forward cone) — transparent, soft Gaussian gradient edge (6-8 tile spread) // State 2: Explored (out of cone, EXP_EXPLORED) — two sub-zones by vis proximity: // a) Light fog (near cone gradient): alpha 0.25-0.35, neutral dark, 8-10s breathe // b) Deep fog (far from cone, vis≈0): alpha 0.55-0.70, zone temperature tint, 15-20s breathe // 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; 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 const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a const vec3 DARK_OVERLAY = vec3(0.02, 0.02, 0.05); // neutral dark (light fog zone) // 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 = 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() { 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); } else { float vis_raw = texture(visibility_tex, tex_uv).r; float vis = sample_visibility(tex_uv); float explored = texture(exploration_tex, tex_uv).r; // Prevent gradient bleed into never-explored tiles if (explored < 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 { // Light fog noise — fast cycle (~9s), ±0.05 breathing float noise_fast = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r; // Deep fog noise — slow cycle (~20s), ±0.075 breathing (more pronounced) float noise_slow = texture(noise_tex, tile * 0.02 + vec2(time * 0.05, time * 0.035)).r; // Light fog: alpha 0.25-0.35 (centered at 0.30, ±0.05 breathe) // Noise remapped to [-1,+1] for symmetric breathing around baseline. float light_fog_alpha = 0.30 + (noise_fast * 2.0 - 1.0) * 0.05; // Deep fog: alpha 0.55-0.70 (centered at 0.625, ±0.075 breathe) float deep_fog_alpha = 0.625 + (noise_slow * 2.0 - 1.0) * 0.075; // Blend deep <-> light fog by proximity to cone: // vis=0 (far from cone) → deep_factor=1 → deep fog // vis=0.3 (cone gradient) → deep_factor=0 → light fog // vis=0.85+ (inside cone) → clarity=1 → transparent (clear) float deep_factor = 1.0 - smoothstep(0.0, 0.30, vis); float fog_alpha = mix(light_fog_alpha, deep_fog_alpha, deep_factor); // Zone temperature tint (D-059/D-046/D-077): // Deep fog color uses zone_tint_tex; light fog uses neutral DARK_OVERLAY. // zone_tint_tex is populated per-tile from server zone_id via fog_state.gd. vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb; // Clarity ramp: transparent inside cone, fogged at edges and beyond float clarity = smoothstep(0.0, 0.85, vis); float alpha = mix(fog_alpha, 0.0, clarity); // Color: deep fog → zone temperature tint; light fog → neutral dark overlay vec3 fog_color = mix(DARK_OVERLAY, zone_tint, deep_factor); vec3 color = mix(fog_color, vec3(0.0), clarity); // Soft edge between explored and unexplored 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); } } }