spaceship/gas_surface.gdshader
Loïc Wisniewski 4606c34439 Give the gas planet surface its own background shader (#51)
lunar_surface.gdshader recoloured was the whole gas surface backdrop,
so a landed gas giant read as regolith - the crater field never went
away, just changed colour. New gas_surface.gdshader replaces it for
gas profiles only: a nearest-row-wins horizontal band field (same
single-scalar discipline as lunar's nearest-crater field), with
drifting per-row turbulence so the bands ripple instead of reading as
ruled lines. Keeps the exact same uniform interface as lunar
(camera_cell/camera_frac/camera_zoom/viewport_size/cell_size/
base_color/crater_color/highlight_color), so LunarBackground.gd needs
no changes at all.

PlanetSurfaceProfile gains background_shader (default null = keep the
scene's existing lunar shader); PlanetSurfaceController._compose_surface()
swaps the background material's shader in only when a profile names one.
GasSurfaceProfile.tres points at the new shader and retunes its palette
to a deep-atmosphere/shadowed-band/lit-crest read; RockySurfaceProfile.tres
is untouched, so the rocky surface renders exactly as before.

Precision: every hash input is either an exact integer cell/row index or
a bounded [0,1) local fraction, same split as lunar_surface.gdshader and
Starfield.gd use for the same reason (world coordinates reach the tens of
thousands, where mobile float precision collapses). TIME-based lateral
drift is folded into the lattice coordinate via the same floor/remainder
trick rather than ever being added to a large cell index directly - see
combine_lattice()'s header note.

Tests: new tests/test_surface_profiles.gd (rocky resolves no
background_shader and keeps the lunar shader; gas resolves and applies
its own, different from lunar's). Full suite: 78/78 passed. Screenshot
of the gas surface confirms drifting bands with no craters, rendered
well inside the softpipe performance budget (20 frames in ~2m40s,
against lunar's "minutes per frame" baseline the ticket warns about).

Repo notes for the next agent, confirmed empirically this session:
- Never reference a plain (non-autoload) class_name class by its bare
  global name from a -s entry-point test script - `load()` it by path
  into a local var instead, same as PlanetSurfaceController.gd and
  PlanetSetups.gd already do for exactly this reason. Doing it the
  unsafe way here didn't fail to compile - it corrupted something in
  the resource-loading state badly enough that an UNRELATED scene's
  Rock.tscn lost its script attachment and RockField's rock-spawning
  loop exhausted the physics server's entire RID pool. If a test's
  crash trace implicates code you never touched, check every bare
  global class_name reference in the test first.
- Running a `tests/screenshot.sh` render (Mesa softpipe, genuinely
  minutes for a crater-shader scene) at the same time as a
  `run_tests.sh` full-suite run starves both for CPU on this device -
  kill one before waiting on the other rather than running them
  concurrently.

🤖 Generated with Claude Code

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 09:05:31 +02:00

141 lines
6.4 KiB
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shader_type canvas_item;
// Gas giant cloud-band backdrop for a landed gas surface. Same uniform
// interface as lunar_surface.gdshader (camera_cell/camera_frac/camera_zoom/
// viewport_size/cell_size/base_color/crater_color/highlight_color), so
// LunarBackground.gd feeds this shader with no changes at all - only
// PlanetSurfaceController swaps which shader the material uses.
//
// Renders horizontal cloud bands instead of craters: each grid row (a
// horizontal strip one cell tall) hashes its own band centre and thickness,
// nearest-row-wins picks which band a pixel belongs to, and the resulting
// distance field drives colour exactly the way the crater distance field
// does in lunar_surface.gdshader - base_color is the deep atmosphere,
// crater_color the shadowed band body, highlight_color the lit band crest.
// A low-frequency turbulence value perturbs each row's edge so the bands
// ripple instead of reading as ruled lines, and slides sideways over time
// for the lateral drift.
//
// PRECISION: never reconstruct an absolute world position. Every value fed
// to a hash is either a small camera-relative fraction (local, in [0,1]) or
// an exact integer cell/row index (cell, camera_cell + cell_rel) - the same
// split lunar_surface.gdshader and Starfield.gd use, for the same reason:
// world coordinates reach the tens of thousands, where a mobile float loses
// the fractional precision this shader depends on and no `highp` fixes it.
// The one exception is TIME, which the drift is built from directly per the
// ticket - see combine_lattice() for why that's still safe to mix in.
uniform vec2 camera_cell = vec2(0.0, 0.0);
uniform vec2 camera_frac = vec2(0.0, 0.0);
uniform float camera_zoom = 1.0;
uniform vec2 viewport_size = vec2(720.0, 1280.0);
uniform float cell_size = 220.0;
uniform vec4 base_color : source_color = vec4(0.13, 0.025, 0.22, 1.0);
uniform vec4 crater_color : source_color = vec4(0.055, 0.008, 0.11, 1.0);
uniform vec4 highlight_color : source_color = vec4(0.52, 0.17, 0.7, 1.0);
// Row scan range. 4 rows x a handful of hashes each is far cheaper than
// lunar's 5x5 (25-sample) crater scan - this shader has to stay renderable
// through the softpipe software rasterizer the screenshot harness uses.
const int ROW_SCAN = 2; // rows -1..+2
const float MIN_THICKNESS = 0.25;
const float MAX_THICKNESS = 0.55;
const float TURBULENCE_STRENGTH = 0.22;
const float DRIFT_SPEED = 0.045; // cells per second, lateral
// Same hash21 formulation as lunar_surface.gdshader (Dave Hoskins, all
// multipliers < 1 so it stays accurate at any cell-index magnitude).
float hash21(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
// Splits a float into an exact integer part and a [0,1) remainder - the
// same floor/subtract trick `rel` -> `cell_rel` + `local` already uses
// below, generalized so it can also fold TIME-based drift into a lattice
// coordinate without ever forming one large continuous float.
vec2 int_frac(float v) {
float i = floor(v);
return vec2(i, v - i);
}
// Combines two already-safe (integer, fraction) pairs - e.g. a cell index
// plus a drift offset - by adding the integers (exact, since both are
// integers) and the fractions (both in [0,1), so the sum is in [0,2)),
// then re-normalizing any carry out of the fraction back into the integer
// part. Never adds an integer directly to a fraction.
vec2 combine_lattice(vec2 base, vec2 add) {
float f = base.y + add.y;
float carry = floor(f);
return vec2(base.x + add.x + carry, f - carry);
}
// 1D value noise over an integer lattice, given as a pre-split (i, f) pair:
// hashes the two neighboring integers and blends by the fraction. `axis`
// varies the hash sequence so different callers (different rows, or the
// turbulence octaves) don't sample the same noise.
float value_noise(vec2 coord, float axis) {
float a = hash21(vec2(coord.x, axis));
float b = hash21(vec2(coord.x + 1.0, axis));
return mix(a, b, smoothstep(0.0, 1.0, coord.y));
}
void fragment() {
vec2 screen_px = UV * viewport_size;
vec2 centered = screen_px - viewport_size * 0.5;
// Identical split to lunar_surface.gdshader: `rel` is always small and
// camera-relative, `cell` is an exact integer built from two integers
// (camera_cell + cell_rel), and `local` is the bounded [0,1) remainder.
vec2 rel = camera_frac + centered * (camera_zoom / cell_size);
vec2 cell_rel = floor(rel);
vec2 local = rel - cell_rel;
vec2 cell = camera_cell + cell_rel;
// Lateral drift, folded into the X lattice coordinate the safe way:
// TIME is unbounded but session-scale (the ticket calls for using it
// directly, no extra uniform), so it gets its own int/frac split and is
// combined with the cell's via combine_lattice() rather than added to
// cell.x as one continuous float.
vec2 drift = int_frac(TIME * DRIFT_SPEED);
vec2 turb_x = combine_lattice(vec2(cell.x, local.x), drift);
// Nearest-row-wins band field, the same single-scalar discipline as
// lunar_surface.gdshader's nearest-crater distance: every visual below
// is a pure function of `nearest`, so the band body and its crest can
// never describe two different bands.
float nearest = 1000.0;
for (int dy = -1; dy <= ROW_SCAN; dy++) {
float row = cell.y + float(dy);
float band_centre = hash21(vec2(row, 5.0));
float thickness = mix(MIN_THICKNESS, MAX_THICKNESS, hash21(vec2(row, 8.0)));
// Two octaves of drifting turbulence, phased per-row so neighboring
// bands don't ripple in lockstep.
float turb = value_noise(turb_x, row * 3.7 + 11.0) * 0.65
+ value_noise(vec2(turb_x.x * 2.0, turb_x.y), row * 3.7 + 47.0) * 0.35;
// Safe: local.y is bounded [0,1), dy and row are small integers, so
// this stays a small camera-relative value with no huge magnitude.
float to_band = (local.y - float(dy)) - band_centre;
to_band += (turb - 0.5) * TURBULENCE_STRENGTH;
float normalized = abs(to_band) / thickness;
nearest = min(nearest, normalized);
}
float core = 1.0 - smoothstep(0.0, 0.6, nearest);
float crest = smoothstep(0.5, 0.75, nearest) * (1.0 - smoothstep(0.75, 1.0, nearest));
vec3 color = base_color.rgb;
color = mix(color, crater_color.rgb, core * 0.85);
color = mix(color, highlight_color.rgb, crest * 0.6);
// Same dither as lunar_surface.gdshader, to mask 8-bit banding on the
// smooth band gradients.
float dither = (hash21(screen_px + vec2(7.0, 13.0)) - 0.5) / 128.0;
color += vec3(dither);
COLOR = vec4(color, 1.0);
}