A fleet of neon-outlined ships explores a procedurally generated, seeded infinite world: tap/joystick steering, pinch zoom, formation pivoting, planet landings, an ore economy with extractors and haulers, and player built structures (mothership, ship crafter, command centre). All art is hand-drawn with draw_* calls rather than textures, and the backgrounds are camera-relative shaders so they stay precise at large world coordinates. Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot tooling that renders real frames through Xvfb and Mesa softpipe, since --headless has no GPU. Excluded from version control: .godot/ (import cache, and it holds export credentials), builds/, android/build/ and packaged APKs - all regenerable, and ~325 MB combined. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
212 lines
10 KiB
Text
212 lines
10 KiB
Text
shader_type canvas_item;
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// Lunar/crater backdrop for the "Big Stable Asteroid" atmosphere. Reacts
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// to camera position/zoom exactly like starfield.gdshader (world-space
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// sampling from camera uniforms), so it parallaxes correctly as the fleet
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// flies around instead of being a static picture.
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//
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// Structured as a Worley / cellular distance field, following the design
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// of the "Floating Bubbles" shader on godotshaders.com: a neighbor scan
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// reduces everything to ONE scalar - the normalized distance to the
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// nearest crater - and every visual (floor darkness, rim light, rim
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// shadow) is then derived from that single value.
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//
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// This single-field structure matters, and is the whole reason for the
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// rewrite. The previous version accumulated three fields independently
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// (floor via max() over all neighbors, rim light/shadow via a separate
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// "strongest crater wins" test). Those could disagree: one crater's dark
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// rim band could be composited over a different, nearer crater's floor,
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// cutting a hard wrongly-shaped bite into it. Deriving everything from
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// the nearest crater makes that class of bug structurally impossible -
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// the floor and the rim always describe the same crater.
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//
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// Where two craters overlap, the nearest-crater field has a crease (normal
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// for Worley noise) and the lighting direction flips across it, which drew
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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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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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uniform float camera_zoom = 1.0;
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uniform vec2 viewport_size = vec2(720.0, 1280.0);
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uniform float cell_size = 220.0;
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// Sampled from a NASA Artemis lunar photograph: the regolith is a
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// bright neutral grey with a very faint cool cast (blue a touch above
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// red), craters read as mid-grey floors rather than black, and the lit
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// rims are only slightly brighter than the surface.
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uniform vec4 base_color : source_color = vec4(0.75, 0.75, 0.76, 1.0);
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uniform vec4 crater_color : source_color = vec4(0.44, 0.44, 0.45, 1.0);
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uniform vec4 highlight_color : source_color = vec4(0.89, 0.89, 0.90, 1.0);
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// DIAGNOSTIC ONLY (set in PlanetSurface.tscn for a debug build; 0 = off).
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// 1 = tint alternate cells, to show where cell boundaries fall.
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// 2 = output the raw normalized distance field as grayscale, with NO
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// rim, lighting, dither or tint. This bisects the shader: the field
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// and the shading built on top of it are independent halves, so if
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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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const vec2 LIGHT_DIR = vec2(-0.6, -0.8);
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const float MIN_RADIUS = 0.16;
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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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// 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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// Position is expressed RELATIVE TO THE CAMERA'S CELL, never as an
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// absolute world coordinate. camera_frac is the camera's offset inside
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// its own cell (always in [0,1]) and `centered` spans at most a few
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// cells, so every value here stays small and exactly representable even
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// on a mobile GPU - whereas an absolute world position reaches the tens
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// of thousands, where float precision degrades and no `highp` qualifier
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// can help (it widens the type, but the magnitude is the problem).
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// GDScript does the large-number split in double precision; see
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// LunarBackground.gd / Starfield.gd.
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//
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// cell and local also MUST come from one shared value, with local
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// derived as (rel - cell_rel) rather than an independent fract():
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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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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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// 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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// edge. Normalizing by each crater's own radius is what lets craters
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// vary in size while still collapsing to one comparable number.
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//
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// The SECOND-nearest crater is tracked alongside the nearest, purely so
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// the rim can be suppressed inside overlaps. Where two craters overlap,
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// the nearest-crater test flips along the line between them; the
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// lighting direction flips with it and paints a thin bright rim wedge
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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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// 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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vec2 offset = vec2(float(dx), float(dy));
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highp vec2 neighbor_cell = cell + offset;
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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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// sentinel is deliberately a small number, not something like
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// 1e9: mediump floats top out around 65504, so a huge literal
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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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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 = 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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}
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}
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}
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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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// Everything below is a pure function of `nearest` (plus the winning
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// crater's direction), so all three visuals stay mutually consistent.
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float floor_amount = 1.0 - smoothstep(0.45, 0.9, nearest);
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// Thin raised-rim band right at the crater's edge, split into a lit
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// half (facing LIGHT_DIR) and a shadowed half (facing away), giving a
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// sense of a raised lip catching light.
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float rim_band = smoothstep(0.55, 0.85, nearest) * (1.0 - smoothstep(0.85, 1.0, nearest));
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// Fade the rim out where this pixel also lies inside a second crater:
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// that is the overlap region, where a rim would be an internal crease
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// rather than a real outer lip. Craters there merge into one basin.
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rim_band *= smoothstep(0.85, 1.15, second_nearest);
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float rim_light = rim_band * clamp(facing, 0.0, 1.0);
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float rim_shadow = rim_band * clamp(-facing, 0.0, 1.0);
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vec3 color = base_color.rgb;
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color = mix(color, crater_color.rgb, floor_amount * 0.85);
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color = mix(color, highlight_color.rgb, rim_light * 0.6);
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color = mix(color, crater_color.rgb * 0.7, rim_shadow * 0.5);
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// Tiny per-pixel dither to mask 8-bit colour-quantization banding: the
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// crater shading is a smooth gradient over a fairly large area, which
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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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// 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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if (debug_mode > 0.5 && debug_mode < 1.5) {
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float checker = mod(cell.x + cell.y, 2.0);
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color = mix(color, vec3(0.10, 0.30, 0.55), checker * 0.35);
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vec2 edge = min(local, 1.0 - local);
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float on_edge = 1.0 - smoothstep(0.0, 0.012, min(edge.x, edge.y));
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color = mix(color, vec3(1.0, 0.25, 0.25), on_edge * 0.9);
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}
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// Bisection output: the field alone, with none of the shading above
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// applied. Godot forbids `return` inside fragment(), so this overrides
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// the computed colour rather than exiting early.
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if (debug_mode > 1.5) {
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color = vec3(clamp(nearest / 2.0, 0.0, 1.0));
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}
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COLOR = vec4(color, 1.0);
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}
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