- 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>
112 lines
5.3 KiB
Plaintext
112 lines
5.3 KiB
Plaintext
shader_type canvas_item;
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// D-059: 5-layer fog shader. Composites over world content (layers 0-4).
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// Layer 1: Clear (vision cone) — transparent, soft gradient edge
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// Layer 2: Light fog (peripheral) — desaturated + dim + animated noise, 8-10s cycle
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// Layer 3: Deep fog (explored) — near-monochrome + zone tint + breathing, 15-20s cycle
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// Layer 4: Unexplored + maps — wireframe (Sprint 6: deferred, treated as Layer 5)
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// Layer 5: Unexplored, no maps — solid near-black #12141a
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uniform sampler2D visibility_tex : filter_linear, repeat_disable;
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uniform sampler2D exploration_tex : filter_linear, repeat_disable;
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uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable;
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uniform sampler2D noise_tex : filter_linear, repeat_enable;
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uniform vec2 rect_pos; // World-space position of the ColorRect (pixels)
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uniform vec2 rect_sz; // World-space size of the ColorRect (pixels)
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uniform vec2 map_offset; // map_bounds.position (tiles)
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uniform vec2 map_size; // map_bounds.size (tiles)
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uniform float tile_size; // Pixels per sim tile
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uniform float time; // Seconds since start
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// D-059 fog layer colors
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const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
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const vec3 DARK_OVERLAY = vec3(0.02, 0.02, 0.05);
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// D-059 thresholds
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// Forward tiles = 1.0, Peripheral = 0.706 (180/255), not-visible = 0.0
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const float CLEAR_THRESHOLD = 0.85; // Above this: fully clear
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// Lowered from 0.55 to capture blur-extended gradient tiles in the peripheral
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// branch. The 7x7 Gaussian (sigma 2.0) produces values down to ~0.08 at
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// 3 tiles from the LOS boundary — together with bilinear interpolation this
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// yields the 6-8 sim tile soft edge specified by D-059/D-066.
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const float PERIPHERAL_LOW = 0.08;
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// D-059: Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0).
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// The visibility texture is 1 texel per sim tile with discrete values
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// (0 / 180 / 255). Bilinear filtering alone only smooths across ~1 tile.
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// This blur spreads the LOS boundary into a 3-4 tile radius gradient;
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// combined with smoothstep transitions, produces 6-8 tile soft edge.
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// 49 taps from a tiny (~128x128) fully-cached texture — well under 1ms.
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float sample_visibility(vec2 uv) {
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vec2 t = 1.0 / map_size;
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float sum = 0.0;
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float weight = 0.0;
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for (float dy = -3.0; dy <= 3.0; dy += 1.0) {
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for (float dx = -3.0; dx <= 3.0; dx += 1.0) {
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float w = exp(-(dx * dx + dy * dy) / 8.0);
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vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0));
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sum += texture(visibility_tex, sample_uv).r * w;
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weight += w;
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}
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}
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return sum / weight;
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}
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void fragment() {
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// Map UV (0-1 across ColorRect) to world pixels, then to tile coordinates
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vec2 world_px = rect_pos + UV * rect_sz;
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vec2 tile = world_px / tile_size;
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// Map tile coordinate to texture UV
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vec2 tex_uv = (tile - map_offset) / map_size;
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// Outside known map → unexplored
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if (tex_uv.x < 0.0 || tex_uv.x > 1.0 || tex_uv.y < 0.0 || tex_uv.y > 1.0) {
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COLOR = vec4(UNEXPLORED_COLOR, 1.0);
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} else {
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float vis_raw = texture(visibility_tex, tex_uv).r;
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float vis = sample_visibility(tex_uv);
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float explored = texture(exploration_tex, tex_uv).r;
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// Don't bleed gradient into never-explored tiles — keep them Layer 5
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if (explored < 0.01 && vis_raw < 0.01) {
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vis = 0.0;
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}
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if (vis > CLEAR_THRESHOLD) {
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// Layer 1: Clear — soft edge gradient
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// Alpha matches Layer 2 at boundary (coverage=1.0 → 0.25) for continuity
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float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
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COLOR = vec4(DARK_OVERLAY, 0.25 * (1.0 - edge));
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} else if (vis > PERIPHERAL_LOW || explored > 0.3) {
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// Layers 2-3: smooth blend between peripheral fog and deep fog.
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// Same gradient approach as the forward cone — smoothstep over the
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// blur radius eliminates stair-stepped tile edges at the back of
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// the vision cone.
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// Layer 2: peripheral fog
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float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
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float coverage = smoothstep(PERIPHERAL_LOW, CLEAR_THRESHOLD, vis);
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float noise_weight = 1.0 - smoothstep(0.5, 1.0, coverage);
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float l2_alpha = mix(0.38, 0.25, coverage) + noise_val * 0.05 * noise_weight;
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// Layer 3: deep fog (explored, no longer in LOS)
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// D-059: near-monochrome, ~10% zone temperature tint, 15-20s breathing cycle
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vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
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float noise_deep = texture(noise_tex, tile * 0.015 + vec2(time * 0.06, time * 0.045)).r;
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vec3 tint_color = mix(vec3(0.04), zone_tint, 0.1);
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float l3_alpha = mix(0.62, 0.76, noise_deep);
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// Back-edge gradient: blend Layer 2 → Layer 3 over the blur radius.
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// PERIPHERAL_LOW * 3.0 ≈ 0.24 — matches the 3-4 tile Gaussian tail.
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float back_edge = smoothstep(0.0, PERIPHERAL_LOW * 3.0, vis);
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float alpha = mix(l3_alpha, l2_alpha, back_edge);
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vec3 color = mix(tint_color, DARK_OVERLAY, back_edge);
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COLOR = vec4(color, alpha);
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} else {
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// Layer 5: Unexplored, no maps — information zero
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COLOR = vec4(UNEXPLORED_COLOR, 1.0);
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}
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}
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}
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