Three-scope z-layer rendering pipeline (D-049): world z:0-900 inside CanvasGroup, insert overlay CanvasLayer 10, UI CanvasLayer 20, modal CanvasLayer 30. Y-sort contract enforced (entities z_index=0). Reserved ranges for VFX, airborne, lower floors documented in constants.gd. Sprint 6 client tickets: - #429: Cursor state machine — 4 states, 150ms transitions (D-056) - #430: Fog shader rebuild — 5-layer fragment shader, animated noise (D-059) - #432: Entity interaction list — vertical multi-verb, insert-styled (D-057) - #433: World radial menu — 2 spokes, drag-release + click-click (D-058) - #438: Inventory UI — 3x3 grid, 40x40px, 1-9 hotkeys (D-065) - #439: Stance indicator — color-coded HUD, C/X keybinds (D-053) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
75 lines
3.5 KiB
Plaintext
75 lines
3.5 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 (after bilinear filtering)
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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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const float PERIPHERAL_LOW = 0.15; // Below this: transition to deep/unexplored
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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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return;
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}
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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 (vis > PERIPHERAL_LOW) {
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// In or near vision cone
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if (vis > CLEAR_THRESHOLD) {
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// Layer 1: Clear — soft edge gradient
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float edge = smoothstep(CLEAR_THRESHOLD, 1.0, vis);
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COLOR = vec4(0.0, 0.0, 0.0, 1.0 - edge);
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} else {
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// Layer 2: Light fog (peripheral + forward edge)
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// D-059: animated Perlin noise, 8-10s cycle
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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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// Blend from heavy fog (alpha ~0.55) to lighter fog near clear edge
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float alpha = mix(0.55, 0.25, coverage) + noise_val * 0.1;
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COLOR = vec4(DARK_OVERLAY, alpha);
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}
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} else if (explored > 0.3) {
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// Layer 3: Deep fog (previously 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_val = texture(noise_tex, tile * 0.015 + vec2(time * 0.045, time * 0.03)).r;
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vec3 tint_color = mix(vec3(0.04), zone_tint, 0.1);
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float alpha = mix(0.78, 0.90, noise_val); // Fog breathes
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COLOR = vec4(tint_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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