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settled-reach/client/shaders/fog.gdshader
T
jpmschweitzerandClaude Opus 4.6 8ac904fe69 fix(client): remove return statements from fog fragment shader
Godot 4.6 OpenGL3 compatibility mode does not support 'return' in
fragment(). The early returns on lines 68 and 82 caused silent shader
compilation failure, making the fog overlay render as a no-op — the
root cause of the Sprint 22 fog regression.

Restructured to if/else-if/else chain preserving identical logic.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 16:33:33 +01:00

118 lines
5.3 KiB
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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);
}
}
}