Ticket #563. Light fog alpha tuned to 0.25-0.35 range (was 0.25-0.55), deep fog alpha set to 0.55-0.70 with zone temperature tint from zone_tint_tex (bar=warm #2a1f15, hub=cool #1a1f2e, corridor=neutral #1a1a1a). Two Perlin noise cycles: 8-10s light, 15-20s deep. Zone tint texture now populated per-tile from server zone_id in fog_state.gd with preservation across texture resizes. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
263 lines
14 KiB
Markdown
263 lines
14 KiB
Markdown
# Fog Shader Architecture — #430 (D-059)
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Ticket: #430 | Decision: D-059 | Sprint: 6
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Author: Tyre (architecture) | Implementer: Stig
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Updated: Sprint 22 (#569 simplification + #563 alpha tuning) | Stig + Araminta
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## Current State (Sprint 22)
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The fog system was simplified from the original 5-layer spec in Sprint 22 (#569):
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| Original D-059 Layer | Sprint 22 Status | Notes |
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|----------------------|------------------|-------|
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| 1. Clear (forward cone) | Implemented | Soft Gaussian gradient (7x7, sigma 2.0) |
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| 2. Light fog (peripheral sector) | Simplified — merged into gradient | Peripheral sector removed from server; gradient provides soft transition |
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| 3. Deep fog (previously explored) | Implemented — EXP_EXPLORED | Alpha 0.54-0.70 with zone temperature tint (#563) |
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| 4. Unexplored + maps app | Deferred | v0.1.2+, requires mapped_tiles in ObserverSnapshot |
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| 5. Unexplored (no maps) | Implemented | Solid near-black #12141a |
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**Alpha values (Sprint 22, #563):**
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- Light fog zone (near cone gradient, vis 0.0-0.3): alpha 0.26-0.34, breathing ±0.04 (8-10s)
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- Deep fog zone (EXP_EXPLORED, vis≈0): alpha 0.54-0.70, breathing ±0.08 (15-20s)
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- Zone temperature tint active in deep fog zone (D-059/D-046/D-077)
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## Overview
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Complete rewrite of the fog system. Delete `fog_renderer.gd` (TileMapLayer-based, 2-state binary fog) and replace with a shader-driven fog system on a CanvasGroup.
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The fog is **knowledge-graph-driven** — the same fog shows different information per character based on their KG. "Fog is not darkness — it's the absence of your attention."
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## Scene Tree (D-049 Compliant)
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After the z-layer restructure, the relevant scene tree is:
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```
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World (Node2D) [world_renderer.gd]
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FogGroup (CanvasGroup) # Composites layers 0-4
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FloorTiles (TileMapLayer) # z:0
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FloorObjects (Node2D) # z:1
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YSortGroup (Node2D, y_sort) # z:2-3
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Entities (Node2D, y_sort) # z:3
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Overhead (Node2D) # z:4
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FogOverlay (Node2D) [fog_shader.gd] # z:10, replaces old TileMapLayer
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FogEntities (Node2D) # Sound pings, entity ghosts (sprites)
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```
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**Key:** `FogGroup` (CanvasGroup) composites everything in layers 0-4 into a single texture. The fog shader does NOT go on FogGroup — instead, the `FogOverlay` node draws a full-screen fog quad whose fragment shader reads visibility data to determine what's clear, fogged, or hidden.
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## Architecture
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### Why NOT a CanvasGroup material shader?
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The initial instinct is to put a fragment shader on the CanvasGroup itself (as `material`). However, this has a problem: the CanvasGroup shader can only darken/modify what's already rendered. For unexplored areas, we need to draw **over** the world content (solid near-black, or wireframe overlay). A CanvasGroup shader can desaturate and dim, but it can't add new visual content (wireframe outlines for layer 4).
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**Solution:** `FogOverlay` is a `Node2D` with a `ColorRect` child (full-viewport size) that uses a `ShaderMaterial`. The shader reads uniform textures to determine per-pixel fog state. This overlay sits above the FogGroup in z-order and composites fog effects over the world.
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### Data Flow
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```
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Server (each tick)
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└─ ObserverSnapshot
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├─ visible_positions: Dictionary<Vector2i, true> (LOS result)
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├─ visibility_sectors: Dictionary<Vector2i, "Forward"|"Peripheral">
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└─ visible_tiles: Array<{x, y, z, type}> (known map extent)
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GameState (autoload)
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└─ Stores all above
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FogState (new autoload)
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├─ visibility_texture: ImageTexture # Updated every tick from visible_positions
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├─ exploration_texture: ImageTexture # Persistent — accumulates explored areas
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├─ zone_tint_texture: ImageTexture # Per-tile zone temperature tint
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└─ map_bounds: Rect2i # Known map extent for texture sizing
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FogOverlay (Node2D) [fog_shader.gd]
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├─ ColorRect with ShaderMaterial
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│ └─ Fragment shader reads:
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│ uniform sampler2D visibility_tex; # Current LOS
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│ uniform sampler2D exploration_tex; # Historical explored
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│ uniform sampler2D zone_tint_tex; # Zone temperature colors
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│ uniform float time; # For noise animation
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│ uniform vec2 player_pos; # Vision cone center
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│ uniform vec2 map_offset; # World-to-texture mapping
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│ uniform vec2 map_size; # Texture dimensions in tiles
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└─ FogEntities (Node2D)
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└─ Sound pings, recognized entities, grey blobs (sprites)
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```
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### FogState Autoload
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New autoload: `client/scripts/autoloads/fog_state.gd`
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This manages fog-related game state that persists across frames. It is NOT a renderer — it's data.
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```gdscript
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class_name FogState
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extends Node
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# Texture dimensions match map bounds (1 pixel per sim tile)
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var map_bounds: Rect2i = Rect2i()
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var _visibility_image: Image # Red channel: 0=not visible, 255=visible
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var _exploration_image: Image # Red channel: 0=unexplored, 128=explored (deep fog),
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# 255=currently visible (clear)
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var _zone_tint_image: Image # RGB: zone temperature tint color per tile
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var visibility_texture: ImageTexture
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var exploration_texture: ImageTexture
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var zone_tint_texture: ImageTexture
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func update_from_state() -> void:
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# Called every tick by fog_shader.gd
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# 1. Resize textures if map_bounds changed
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# 2. Clear visibility_image to 0 (black)
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# 3. Write visible_positions from GameState → red channel = 255
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# 4. Write visibility_sectors: Forward = 255, Peripheral = 180
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# 5. Update exploration_image: any currently-visible pixel → 255,
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# previously-visible pixels decay toward 128 over time
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# 6. Upload images to textures
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```
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**Performance note:** `Image.set_pixel()` in a loop is ~0.05ms for 400 tiles. Acceptable. For larger maps, switch to `Image.set_data()` with a pre-built `PackedByteArray`.
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### Fragment Shader
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File: `client/shaders/fog.gdshader`
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The shader determines fog state per pixel based on the visibility and exploration textures.
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Two explored sub-zones are distinguished by the blurred `vis` value (proximity to the forward cone):
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```glsl
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// Light fog noise — fast cycle (8-10s), subtle ±0.04 breathing
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float noise_fast = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
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// Deep fog noise — slow cycle (15-20s), more pronounced ±0.08 breathing
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float noise_slow = texture(noise_tex, tile * 0.02 + vec2(time * 0.05, time * 0.035)).r;
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// Light fog: alpha 0.26-0.34 (near cone gradient)
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float light_fog_alpha = 0.30 + noise_fast * 0.04;
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// Deep fog: alpha 0.54-0.70 (far from cone, EXP_EXPLORED)
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float deep_fog_alpha = 0.62 + noise_slow * 0.08;
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// Blend deep <-> light fog by proximity to cone:
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// vis=0 (far from cone) → deep_factor=1 → deep fog color + alpha
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// vis=0.3 (cone gradient) → deep_factor=0 → light fog color + alpha
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// vis=0.85+ (inside cone) → clarity=1 → transparent (clear)
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float deep_factor = 1.0 - smoothstep(0.0, 0.30, vis);
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float fog_alpha = mix(light_fog_alpha, deep_fog_alpha, deep_factor);
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// Zone temperature tint (D-059/D-046/D-077): deep fog color = zone tint
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vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
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vec3 fog_color = mix(DARK_OVERLAY, zone_tint, deep_factor);
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```
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**Zone temperature palette (D-046):**
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- `hub` / `workplace`: `#1a1f2e` — cool blue-dark (institutional/terminal)
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- `bar`: `#2a1f15` — warm amber-dark (social/inhabited)
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- `corridor`: `#1a1a1a` — neutral dark (transitional/maintenance)
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### Coordinate Mapping
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The shader needs to map screen pixels → tile coordinates to sample the fog textures.
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**Approach:** The `ColorRect` is sized to match the viewport. In `_process()`, update its position to track the camera so it covers the visible area. Pass camera offset as a uniform.
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Alternatively: use `SCREEN_UV` with `SCREEN_PIXEL_SIZE` and the known camera transform. This avoids moving the ColorRect.
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**Recommended:** Make the ColorRect a child of the Camera2D (so it moves with the camera) and pass the camera's world position as a uniform. The shader then computes `world_pos = camera_offset + VERTEX` to get the world coordinate per pixel.
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### Vision Cone Integration
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The vision cone is already implemented as PointLight2D on the player entity (D-046). For the fog shader, the vision cone data comes through `visibility_tex` (populated from `GameState.visible_positions`). The PointLight2D continues to provide the visual lighting effect on layers 0-4 (inside the FogGroup). The fog shader reads the same LOS data but applies it as fog/no-fog rather than light/dark.
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**Important distinction:**
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- **PointLight2D** = visual lighting (warm/cool, D-046 color temperature) on world content
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- **Fog shader** = information boundary (what the character knows vs doesn't know)
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These are separate systems that happen to use the same LOS data. The vision cone PointLight2D should NOT be removed — it provides the Darkwood-style light pooling on the world layer.
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### Fog Entities (Sprites on Layer 5)
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Fog entities are NOT shader effects — they're GDScript-spawned sprites under `FogOverlay/FogEntities`:
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**Sound pings:**
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- Scene: `fog_sound_ping.tscn` — 2-3 concentric `Line2D` circles
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- Behavior: expand from center, fade over 1.5s, insert white-blue color
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- Loud: 3 rings, bright, fast expansion
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- Quiet: 1 ring, faint, slow expansion
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- Max simultaneous: 5
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**Recognized entity (in fog):**
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- Scene: `fog_entity_ghost.tscn` — colored glow + silhouette feature
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- D-033 color glow (relationship color)
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- 0.8s breathing pulse (modulate alpha oscillation)
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- +/-0.5 tile position drift (not exact — information is approximate)
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- Recognition transition: grey blob → D-033 color over ~0.3s (within D-060 cognitive delay)
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**Unrecognized entity (in fog):**
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- Scene: `fog_entity_blob.tscn` — neutral grey #555566 blob
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- No identifying features, no silhouette
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- Position drift same as recognized
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**Max simultaneous fog entities:** 10 typical, 15 max. Each is 1-2 draw calls. Trivial.
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## FogState Update Lifecycle
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```
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Per tick (in _process or on snapshot signal):
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1. FogState.update_visibility(GameState.visible_positions, GameState.visibility_sectors)
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→ Write visibility_image, upload to visibility_texture
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2. FogState.update_exploration(GameState.visible_positions)
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→ Mark visible tiles as explored, apply decay to non-visible explored tiles
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→ Upload to exploration_texture
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3. FogOverlay._process():
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→ Update shader uniforms (visibility_tex, exploration_tex, time, player_pos)
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→ Update fog entity positions/states from ObserverSnapshot fog entity data
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```
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## Performance Budget
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| Component | Budget | Estimate | Notes |
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|-----------|--------|----------|-------|
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| Visibility texture upload | 0.1ms | ~0.05ms | 400 pixels via set_pixel() |
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| Exploration texture update | 0.1ms | ~0.05ms | Incremental — only changed tiles |
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| Fragment shader (1080p) | 0.5ms | ~0.2ms | Single full-screen pass, simple math |
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| Fog entity sprites | 0.2ms | ~0.05ms | 0-15 sprites, trivial draw calls |
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| **Total** | **<1ms** | **~0.35ms** | Well within D-059 budget |
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## Files to Create
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| File | Type | Purpose |
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|------|------|---------|
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| `client/scripts/autoloads/fog_state.gd` | Autoload | Fog texture management, exploration persistence |
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| `client/scripts/rendering/fog_shader.gd` | Script | FogOverlay node controller, shader uniform updates |
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| `client/shaders/fog.gdshader` | Shader | Fragment shader for 5-layer fog |
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| `client/scenes/fog_sound_ping.tscn` | Scene | Sound ping rings (deferred to Sprint 7+, #431) |
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| `client/scenes/fog_entity_ghost.tscn` | Scene | Recognized entity ghost (deferred to Sprint 7+, #431) |
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| `client/scenes/fog_entity_blob.tscn` | Scene | Unrecognized entity blob (deferred to Sprint 7+, #431) |
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## Files to Delete
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| File | Reason |
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|------|--------|
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| `client/scripts/rendering/fog_renderer.gd` | Replaced entirely by fog_shader.gd + fog.gdshader |
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## Files to Modify
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| File | Change |
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|------|--------|
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| `client/scenes/main.tscn` | Replace FogOverlay TileMapLayer with Node2D + ColorRect |
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| `client/scripts/rendering/world_renderer.gd` | Update fog_renderer reference to fog_shader |
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| `project.godot` | Add FogState autoload |
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## Implementation Notes for Stig
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1. **Start with the shader.** Get a basic 2-layer shader working (clear vs opaque) on a ColorRect, then incrementally add layers.
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2. **Coordinate mapping is the hardest part.** Getting screen pixels → world tiles → texture UVs correct requires careful math. Test with a known map layout.
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3. **Use Godot's NoiseTexture2D** resource for the Perlin noise rather than computing it in the shader. Pass it as a uniform. Scroll the UV offset with TIME for animation.
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4. **The gradient edge** (Layer 1, 6-8 sim tiles) is the most visible quality differentiator. Use `smoothstep()` with the distance from the nearest non-visible tile. This may require encoding distance-to-edge in the visibility texture rather than binary 0/255.
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5. **Fog entities are Sprint 7+ (#431).** For this sprint, just get the 5-layer fog shader working. The FogEntities node can be empty.
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6. **Test with the existing sim_bridge test mode** — it provides a visible_positions Dictionary with a 4-tile radius and Bresenham LOS. Good enough to validate the shader.
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## Open Questions
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- **Q: How does the "maps app" data reach the client?** Layer 4 (unexplored + maps) needs to know which unexplored tiles the character's insert has map data for. This likely requires a new field in ObserverSnapshot (e.g., `mapped_tiles`). For Sprint 6, treat all explored tiles as "has maps" and all unexplored as "no maps" (layers 3 and 5 only, skip layer 4). Layer 4 is a v0.1.2+ feature.
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- **Q: Zone temperature tints — where do they come from?** Currently no per-tile zone data in the snapshot. For Sprint 6, use a hardcoded default (neutral dark). Zone tints require server-side zone metadata.
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