Make the lunar backdrop cheap: 3x3 field, then bake and tile it (#68)
The crater shader ran on every pixel of a fullscreen rect every frame and was by far the most expensive thing in the surface scene. Nothing else came close: RockField keeps 14 rocks alive, Rock/Ship/Enemy already avoid per-frame queue_redraw() for transform-only changes, and LunarBackground.gd is a handful of scalar ops. Three reductions to the field itself: - 5x5 -> 3x3 neighbour scan. That width was never the geometric answer; it was insurance against craters seen clipping at cell boundaries on-device, i.e. a crater reaching past its nominal radius because a hash returned a value outside [0,1] and extrapolated mix(). Clamping the crater CENTRE into its own cell, alongside the radius clamp already there, bounds the reach whatever the hash returns - so a crater two cells out is >= 1.0 cells away, a normalized distance of >= 2.63, past every threshold the shading reacts to (the last saturates at 1.15). The outer ring provably cannot change a pixel. This removes the clipping bug's cause instead of hiding it behind 16 extra samples. - One hash42 per cell instead of hash21 twice plus hash22, decorrelating on output lanes rather than input offsets. - Squared distances in the loop, square-rooted twice at the end rather than once per sample. Measured with the new tests/profile_shader.sh, above softpipe's own ~657ms fullscreen floor: 9482ms -> 405ms of shader work, a 23x reduction. Then the larger change: the field is a fixed function of world position, so every frame recomputed an identical answer. It is now made periodic (the cell index is wrapped before hashing, which makes a Worley field tile exactly rather than merely blend), baked once at load into one tile, and scrolled with repeat wrapping by lunar_tiled.gdshader - one texture fetch per pixel. Two honest costs: the field repeats every 7040 world units, and a fixed-resolution tile softens when zoomed past 1:1. Lunar regolith is forgiving of both, having no landmarks and being smooth gradients already. The bake waits a frame and asks the material whether it actually samples a field_texture, so a gas giant - which swaps in its own background shader (#51) - does not pay for a 2048-square tile it will never read. Headless runs skip it entirely, having nothing to rasterize. tests/test_lunar_field.gd guards the reasoning, since a fragment shader cannot be asserted on directly: the premises are still in the source, the worst-case ring-2 geometry stays clear of every threshold independent of the hash, a 3x3 and a 5x5 scan render identically over 4000 sampled points, the field repeats exactly in both axes, and the miss sentinel still cannot overflow mediump into +Inf and then NaN. test_surface_profiles.gd asserted "a rocky landing leaves the background alone" by naming lunar_surface.gdshader; it now reads the shader from the scene, which is the property it actually cares about. PlanetSurface.tscn's edit also carries the planet-name relocation described in the HUD commit - same scene file, so the two cannot be split. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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11 changed files with 845 additions and 74 deletions
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@ -25,6 +25,14 @@ shader_type canvas_item;
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// a thin bright rim wedge through the middle of the merged basin. The
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// second-nearest distance is tracked purely to detect that case and fade
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// the rim out there - see the note further down.
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//
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// This runs on EVERY pixel of a fullscreen rect on a phone, so it is the
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// single most expensive thing in the surface scene and the subject of
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// Forgejo #68 ("the moon game is a bit slow"). The three optimizations
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// that brought it down - a bounded 3x3 scan, one hash per cell instead of
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// three, and one sqrt per pixel instead of one per sample - are each
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// justified at the point they appear below. Time it with
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// bash tests/profile_shader.sh res://lunar_surface.gdshader
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uniform vec2 camera_cell = vec2(0.0, 0.0);
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uniform vec2 camera_frac = vec2(0.0, 0.0);
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@ -46,33 +54,62 @@ uniform vec4 highlight_color : source_color = vec4(0.89, 0.89, 0.90, 1.0);
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// cuts appear in this grayscale output the FIELD is at fault, and if
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// it is smooth the field is fine and the SHADING is at fault.
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uniform float debug_mode = 0.0;
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// Width of the repeating tile, in cells. The crater field is made PERIODIC
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// with this period (see the wrap in the loop), which is what lets
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// LunarBackground.gd bake one square of it into a texture and then scroll
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// that texture forever with repeat wrapping, instead of re-deriving the
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// field per pixel per frame. Set from LunarBackground.TILE_CELLS, which is
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// the single source of truth shared with lunar_tiled.gdshader.
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uniform float tile_cells = 32.0;
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// BAKE MODE. 0 = normal camera-relative sampling for direct display.
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// Above zero, UV is mapped straight onto [0, tile_cells] instead, so
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// rendering this shader to a square SubViewport produces exactly one period
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// of the field - the texture the runtime shader then samples.
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uniform float bake_cells = 0.0;
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const vec2 LIGHT_DIR = vec2(-0.6, -0.8);
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const float MIN_RADIUS = 0.16;
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// MUST stay below 1.0. The 3x3 scan below is only correct because a crater
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// cannot reach out of its own cell's immediate neighbourhood; see the long
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// note at the loop. tests/test_lunar_field.gd asserts this bound directly
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// against the shader source so it cannot drift unnoticed.
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const float MAX_RADIUS = 0.38;
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// Sentinel for "this cell holds no crater". Must stay well inside mediump
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// range (max ~65504) so it can never become +Inf - see the note in the
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// loop. Only needs to exceed the largest real normalized distance (~18).
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const float MISS_DISTANCE = 1000.0;
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// Sentinel for "this cell holds no crater", in SQUARED normalized units to
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// match the loop. Must stay well inside mediump range (max ~65504) so it
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// can never become +Inf - see the note in the loop. Only needs to exceed
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// the largest real squared normalized distance, which for a 3x3 scan is
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// (2.83 cells / 0.16 min radius)^2 ~= 313.
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const float MISS_DISTANCE_SQ = 10000.0;
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// Loop-carried initial value. Above any real value INCLUDING one carrying
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// the miss sentinel (~10313), so a pixel whose whole neighbourhood is
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// empty still leaves the "winning" offset populated with something finite.
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const float START_DISTANCE_SQ = 20000.0;
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// One hash call yields all four values a cell needs (crater centre x/y,
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// whether the cell holds a crater at all, and its radius). The previous
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// version called two different hashes three times per cell with different
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// constant offsets, which was three quarters of the loop body's arithmetic
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// for no extra information - a single hash with four independent output
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// lanes decorrelates just as well.
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//
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// Multipliers chosen for precision safety on mobile GPUs: they are all
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// < 1, so every intermediate stays small no matter how large the cell
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// index gets. An earlier version multiplied by ~123/456 first, which lands
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// the intermediate in the thousands where a mobile float loses its
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// fractional bits entirely. (Standard "hash without sine" formulation,
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// Dave Hoskins.)
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vec4 hash42(vec2 p) {
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vec4 p4 = fract(vec4(p.xyxy) * vec4(0.1031, 0.1030, 0.0973, 0.1099));
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p4 += dot(p4, p4.wzxy + 33.33);
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return fract((p4.xxyz + p4.yzzw) * p4.zywx);
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}
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// Hash pair chosen for precision safety on mobile GPUs. The previous
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// version multiplied the cell coordinate by ~123/456 before fract(), which
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// lands the intermediate in the thousands where a mobile float loses its
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// fractional bits entirely. These multipliers are all < 1, so every
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// intermediate stays small no matter how large the cell index gets.
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// (Standard "hash without sine" formulation, Dave Hoskins.)
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float hash21(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * 0.1031);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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vec2 hash22(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031, 0.1030, 0.0973));
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.xx + p3.yz) * p3.zy);
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}
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void fragment() {
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vec2 screen_px = UV * viewport_size;
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vec2 centered = screen_px - viewport_size * 0.5;
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@ -92,11 +129,18 @@ void fragment() {
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// calling floor(x) and fract(x) separately lets the GPU round the two
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// evaluations differently, which right at a cell boundary makes them
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// disagree by a full cell and snaps the sampled point one cell sideways.
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vec2 rel = camera_frac + centered * (camera_zoom / cell_size);
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//
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// In bake mode none of that applies: the target is one tile of the field
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// in isolation, so UV maps directly onto [0, bake_cells] and there is no
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// camera in the picture at all.
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bool baking = bake_cells > 0.0;
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vec2 rel = baking
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? UV * bake_cells
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: camera_frac + centered * (camera_zoom / cell_size);
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vec2 cell_rel = floor(rel);
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vec2 local = rel - cell_rel;
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// Absolute cell index, used only for hashing. Built from exact integers.
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vec2 cell = camera_cell + cell_rel;
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vec2 cell = baking ? cell_rel : camera_cell + cell_rel;
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// Single scalar field: normalized distance to the nearest crater.
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// < 1.0 means this pixel is inside that crater; 1.0 is exactly on its
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@ -110,22 +154,49 @@ void fragment() {
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// through the middle of what should read as one merged depression.
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// A pixel in that region is inside BOTH craters, i.e. second_nearest is
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// also < 1.0 - which is precisely the condition to fade the rim out.
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float nearest = MISS_DISTANCE;
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float second_nearest = MISS_DISTANCE;
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vec2 nearest_dir = vec2(0.0, 1.0);
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//
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// Tracked SQUARED, and square-rooted once at the end. Ordering is
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// unchanged by squaring (both sides are non-negative), so the same
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// crater wins - but this turns one sqrt per sample into two per pixel,
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// and sqrt is one of the more expensive things a fragment shader can
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// ask for.
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float nearest_sq = START_DISTANCE_SQ;
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float second_nearest_sq = START_DISTANCE_SQ;
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vec2 nearest_offset = vec2(0.0, 1.0);
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// 5x5 rather than 3x3. A crater's radius is at most MAX_RADIUS cells,
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// so in theory 3x3 covers every crater that could possibly reach this
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// pixel - but on-device, craters were still being clipped exactly at
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// cell boundaries, which means some crater's influence was reaching
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// further than the scan did (e.g. a hash returning a value outside its
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// nominal range on that GPU, inflating a radius). Scanning two cells
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// out costs more samples but makes the clip impossible to reach even
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// if a radius comes out several times larger than intended.
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for (int dx = -2; dx <= 2; dx++) {
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for (int dy = -2; dy <= 2; dy++) {
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// 3x3 is provably sufficient, and provably so only because of the two
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// clamps in the loop body. A crater's centre is clamped into its own
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// cell and its radius is clamped to at most MAX_RADIUS (0.38) cells, so
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// the furthest a crater can reach past its own cell is 0.38 cells. This
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// pixel's `local` lies in [0,1], so a crater two cells out is at least
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// 1.0 cells away - a normalized distance of at least 1/0.38 = 2.6,
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// which is past every threshold used below (the floor fades out by 0.9,
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// the rim band by 1.0, and the overlap suppression saturates at 1.15).
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// Such a crater therefore cannot change a single pixel of the output.
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//
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// This replaces an earlier 5x5 scan. That width was not chosen from the
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// geometry - 3x3 was already the geometric answer - but as insurance
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// against craters that were observed clipping at cell boundaries
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// on-device, which meant some crater's influence was reaching further
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// than its nominal radius allowed, e.g. a hash returning a value outside
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// [0,1] on that GPU and extrapolating mix() into a huge radius. Clamping
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// both the radius AND the centre fixes that at the source and makes the
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// bound above hold no matter what the hash returns, so paying for 25
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// samples per pixel to hide a driver quirk is no longer necessary.
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// tests/test_lunar_field.gd checks the two scans agree exactly.
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for (int dx = -1; dx <= 1; dx++) {
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for (int dy = -1; dy <= 1; dy++) {
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vec2 offset = vec2(float(dx), float(dy));
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highp vec2 neighbor_cell = cell + offset;
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// Wrapping the cell index before hashing is the entire trick that
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// makes the field tileable: cell N and cell N + tile_cells hash
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// identically, so the pattern repeats exactly with that period.
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// It works on a Worley field specifically because the scan only
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// ever reads immediate neighbours - wrap those consistently and
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// the seam is not merely hidden, it does not exist. GLSL mod()
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// returns a non-negative result for a positive divisor, so
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// negative cell indices wrap correctly too.
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highp vec2 neighbor_cell = mod(cell + offset, tile_cells);
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vec4 h = hash42(neighbor_cell);
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// Cells without a crater are pushed far away rather than
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// branched around, keeping the loop body uniform. NOTE the
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@ -134,32 +205,45 @@ void fragment() {
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// becomes +Inf there, and (1.0 - has_crater) * Inf evaluates to
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// 0 * Inf = NaN for every cell that DOES hold a crater - which
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// compares false against everything and would silently discard
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// every crater. MISS_DISTANCE only has to beat the largest real
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// normalized distance (~2.9 cells / 0.16 min radius ~= 18).
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float has_crater = step(0.35, hash21(neighbor_cell + vec2(41.0, 5.0)));
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vec2 crater_center = offset + hash22(neighbor_cell);
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// every crater.
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float has_crater = step(0.35, h.z);
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// clamp() on both of these is what bounds a crater's reach to
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// its own cell plus MAX_RADIUS, which is what lets the scan
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// above be 3x3. Without them a driver returning a hash outside
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// [0,1] could place a centre, or inflate a radius, far enough to
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// reach past the scan - which is exactly the clipping that was
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// seen on-device.
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vec2 crater_center = offset + clamp(h.xy, 0.0, 1.0);
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float radius = clamp(mix(MIN_RADIUS, MAX_RADIUS, h.w), MIN_RADIUS, MAX_RADIUS);
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vec2 to_sample = local - crater_center;
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float dist = length(to_sample);
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// clamp() guards against a hash landing outside [0,1] on some
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// driver and extrapolating mix() into a huge radius.
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float radius = clamp(mix(MIN_RADIUS, MAX_RADIUS, hash21(neighbor_cell + vec2(9.0, 2.0))), MIN_RADIUS, MAX_RADIUS);
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float normalized_sq = dot(to_sample, to_sample) / (radius * radius)
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+ (1.0 - has_crater) * MISS_DISTANCE_SQ;
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float normalized = dist / radius + (1.0 - has_crater) * MISS_DISTANCE;
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if (normalized < nearest) {
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second_nearest = nearest;
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nearest = normalized;
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// Direction from the winning crater's centre to this pixel,
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// used for the rim's light/shadow split. Taken from the SAME
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// crater that won the distance test, so the shading can never
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// describe one crater while the floor describes another.
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nearest_dir = dist > 0.0001 ? to_sample / dist : vec2(0.0, 1.0);
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} else if (normalized < second_nearest) {
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second_nearest = normalized;
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if (normalized_sq < nearest_sq) {
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second_nearest_sq = nearest_sq;
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nearest_sq = normalized_sq;
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// Offset from the winning crater's centre to this pixel,
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// kept so the rim's light/shadow split can be derived from
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// the SAME crater that won the distance test - the shading
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// can then never describe one crater while the floor
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// describes another.
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nearest_offset = to_sample;
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} else if (normalized_sq < second_nearest_sq) {
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second_nearest_sq = normalized_sq;
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}
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}
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}
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float nearest = sqrt(nearest_sq);
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float second_nearest = sqrt(second_nearest_sq);
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// normalize() would divide by zero for a pixel sitting exactly on a
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// crater centre; the guard keeps that pixel's rim term merely arbitrary
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// rather than NaN. It is deep inside the floor, where the rim band is
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// zero anyway.
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float offset_length = length(nearest_offset);
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vec2 nearest_dir = offset_length > 0.0001 ? nearest_offset / offset_length : vec2(0.0, 1.0);
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vec2 light_dir = normalize(LIGHT_DIR);
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float facing = dot(nearest_dir, light_dir);
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@ -188,8 +272,14 @@ void fragment() {
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// can visibly "step" into faint bands on real hardware. A small random
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// jitter well under one visible step breaks the stepping up without
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// being perceptible as noise.
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float dither = (hash21(screen_px + vec2(7.0, 13.0)) - 0.5) / 128.0;
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color += vec3(dither);
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// Skipped when baking: dither is a per-SCREEN-pixel jitter, and baking it
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// would freeze the noise into the texture, where magnification smears it
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// into visible blotches and tiling repeats it. lunar_tiled.gdshader
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// applies the identical term live instead, which is where it belongs.
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if (!baking) {
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float dither = (hash21(screen_px + vec2(7.0, 13.0)) - 0.5) / 128.0;
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color += vec3(dither);
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}
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// Diagnostic checkerboard: alternate cells tinted, plus a bright line
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// right at each cell edge. Makes the grid unmistakable in a screenshot.
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