Replaces GPU 7×7/5×5 Gaussian blur (98 texture reads/px) with CPU-side Gaussian blur (sigma 2.0) + 4× bilinear upscale + RGBA8 convert in fog_state.gd. GL compatibility mode doesn't bilinear-filter R8 textures; RGBA8 at 4× resolution resolves this. Squared exp_fade at the explored/unexplored boundary keeps fog opaque near tile content edges, fixing the staircase artifact. Shader now does 2 texture reads per pixel. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
80 lines
4.1 KiB
Plaintext
80 lines
4.1 KiB
Plaintext
shader_type canvas_item;
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// D-059/D-015: 3-state fog shader (simplified from 5-layer by #569).
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// State 1: Clear (forward cone) — transparent, soft gradient edge (6-8 tile radius)
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// State 2: Explored (out of cone) — light fog overlay, alpha 0.25-0.35, zone temperature tint,
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// 8-10s Perlin breathe. Art and information preserved, just "not fresh" (D-015).
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// State 3: Unexplored — solid near-black #12141a
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// D-033: Entity colors are NOT affected — they render above the fog overlay (z-layer 5).
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// D-046: Zone temperature tint from zone_tint_tex — warm=bar, cool=hub, neutral=corridor.
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// D-077: zone_tint_tex populated per-tile from server zone_id via fog_state.gd.
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//
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// Texture pipeline (fog_state.gd): binary 0/255 at 1× tile resolution → CPU Gaussian blur
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// (sigma 2.0, 6-8 tile gradient) → Image.resize 4× bilinear upscale → RGBA8 convert.
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// Textures arrive here with smooth sub-tile gradients — no GPU-side blur needed.
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uniform sampler2D visibility_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution
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uniform sampler2D exploration_tex : filter_linear, repeat_disable; // RGBA8, 4× tile resolution
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uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable; // D-073: hard zone boundaries
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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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uniform bool debug_exploration = false; // When true, render raw exploration texture
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const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
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void fragment() {
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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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vec2 tex_uv = (tile - map_offset) / map_size;
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// Outside known map -> unexplored
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// Note: no early return — fragment() in OpenGL3 compat doesn't support return.
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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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// Debug mode: render RAW exploration texture with filter_linear.
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// If hardware bilinear works, should show smooth sub-tile gradients.
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} else if (debug_exploration) {
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float explored_raw = texture(exploration_tex, tex_uv).r;
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COLOR = vec4(vec3(explored_raw), 0.9);
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} else {
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float vis = texture(visibility_tex, tex_uv).r;
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float explored = texture(exploration_tex, tex_uv).r;
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if (explored < 0.01 && vis < 0.01) {
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// Unexplored: solid near-black — information zero
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COLOR = vec4(UNEXPLORED_COLOR, 1.0);
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} else {
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// Fog noise — 8-10s breathe cycle, ±0.05 symmetric around baseline
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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 fog_alpha = 0.30 + (noise_val * 2.0 - 1.0) * 0.05; // 0.25-0.35
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// Zone temperature tint (D-046/D-077): subtle warm/cool/neutral per zone
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vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
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// Clarity ramp: transparent inside cone, light fog at edges and beyond
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float clarity = smoothstep(0.0, 0.85, vis);
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float alpha = mix(fog_alpha, 0.0, clarity);
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vec3 color = mix(zone_tint, vec3(0.0), clarity);
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// Soft edge between explored and unexplored.
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// The exploration texture is binary (explored-or-not) blurred over ~12 tiles.
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// At the physical tile boundary, explored ≈ 0.5. Squaring the fade keeps
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// fog nearly opaque there (97%), hiding tile-aligned content edges.
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// Content appears gradually 4-6 tiles inside the explored area.
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float exp_fade = smoothstep(0.3, 1.0, explored);
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exp_fade *= exp_fade; // Steeper curve: fog stays opaque near content edge
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alpha = mix(1.0, alpha, exp_fade);
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color = mix(UNEXPLORED_COLOR, color, exp_fade);
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COLOR = vec4(color, alpha);
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}
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}
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}
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