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settled-reach/client/shaders/fog.gdshader
T
jpmschweitzerandClaude Opus 4.6 8934a8201d fix(assets): tune fog shader alpha and clean cone edge per D-059
Layer 2 (peripheral): reduce peak alpha 0.55→0.38, noise 0.1→0.05,
taper noise to zero near clear boundary for a clean gradient edge.
Layer 3 (deep fog): reduce alpha range 0.78-0.90→0.62-0.76 so zone
temperature tint breathes through. Layer 5 unchanged (alpha 1.0).

Ticket: #564

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 19:33:47 +01:00

77 lines
3.8 KiB
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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 (after bilinear filtering)
// Forward tiles = 1.0, Peripheral = 0.706 (180/255), not-visible = 0.0
const float CLEAR_THRESHOLD = 0.85; // Above this: fully clear
const float PERIPHERAL_LOW = 0.55; // Below this: transition to deep/unexplored
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 = texture(visibility_tex, tex_uv).r;
float explored = texture(exploration_tex, tex_uv).r;
if (vis > PERIPHERAL_LOW) {
// In or near vision cone
if (vis > CLEAR_THRESHOLD) {
// Layer 1: Clear — soft edge gradient
float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
COLOR = vec4(0.0, 0.0, 0.0, 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 * 0.045, time * 0.03)).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);
}
}
}