Files
settled-reach/client/shaders/fog.gdshader
T
jpmschweitzerandClaude Opus 4.6 a69e69e663 feat(perception): ground vision cone in human sensory physiology
- Visible half-angle 150° → 100° (200° arc), matching average human
  binocular field. Blind spot widens from 60° to 160° — genuine
  vulnerability behind the character.
- Forward half-angle stays at 60° (120° arc) — binocular overlap zone.
- Peripheral zone represents combined sensory awareness: visual
  periphery + subconscious sound/motion tracking, not just eyes.
- Per-character VisionConeConfig allows implants and perception modes
  (D-017) to widen beyond the unaugmented baseline.
- Fog shader: smooth back-edge gradient via smoothstep blend between
  Layer 2 (peripheral) and Layer 3 (deep fog), eliminating blocky
  stair-stepped tiles at the rear of the vision cone.
- D-015 updated with physiological basis and per-character config.
- D-017 updated with vision cone modification by perception modes.
- D-020 updated with protocol versioning policy: PROTOCOL_VERSION
  gates wire format, not gameplay parameters.
- DB backup after sprint 21 close.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 22:31:29 +01:00

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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 > 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 if (vis > PERIPHERAL_LOW || explored > 0.3) {
// Layers 2-3: smooth blend between peripheral fog and deep fog.
// Same gradient approach as the forward cone — smoothstep over the
// blur radius eliminates stair-stepped tile edges at the back of
// the vision cone.
// Layer 2: peripheral fog
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);
float noise_weight = 1.0 - smoothstep(0.5, 1.0, coverage);
float l2_alpha = mix(0.38, 0.25, coverage) + noise_val * 0.05 * noise_weight;
// Layer 3: deep fog (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_deep = 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 l3_alpha = mix(0.62, 0.76, noise_deep);
// Back-edge gradient: blend Layer 2 → Layer 3 over the blur radius.
// PERIPHERAL_LOW * 3.0 ≈ 0.24 — matches the 3-4 tile Gaussian tail.
float back_edge = smoothstep(0.0, PERIPHERAL_LOW * 3.0, vis);
float alpha = mix(l3_alpha, l2_alpha, back_edge);
vec3 color = mix(tint_color, DARK_OVERLAY, back_edge);
COLOR = vec4(color, alpha);
} else {
// Layer 5: Unexplored, no maps — information zero
COLOR = vec4(UNEXPLORED_COLOR, 1.0);
}
}
}