sky(phase-3b): revert Phase 2 per-vertex lighting — sky meshes are UNLIT

Phase 2 added a per-vertex lighting path to the sky shader based on the
Phase 1 dump showing dome surfaces with Luminosity=1.0 and cloud
surfaces with Luminosity=0.0. Live visual verification vs retail at
MorntideAndHalf (dayFraction=0.48, user-observed 2026-04-23) disproved
the hypothesis:

  retail: clean blue sky + white clouds
  acdream: blue-green-yellow sky sweep + greyish clouds

The "sweep" is exactly the signature of per-vertex `diffuse × sunColor`
where sunColor=(250,215,151) warm gold at ~63° east: the west-facing
cloud faces get the gold tint, east-facing stay cool, and interpolation
across the mesh produces the color sweep. Retail's clean white clouds
at the same time of day means retail is NOT applying per-vertex lighting
to sky meshes.

Revised model (unlit + SkyObjectReplace modulation):
  fragment.rgb = texture.rgb * uLuminosity
  fragment.a   = texture.a   * (1 - uTransparency)

The "purple haze night / warm dusk" effect users describe from retail
comes from SkyObjectReplace per-keyframe Luminosity dimming + Transparent
fading, NOT from a shader ambient multiply. At midnight, for example,
Replace[0] dims the dome to 11% (Luminosity_raw=11) and Replace[2]
fully hides the drifting cloud (Transparent_raw=100) — so the camera
sees the dome texture at 11% × baked gradient colors, and any purple
the user perceives is baked into the dome texture's night gradient.

The retail-authoritative Surface.Luminosity flag probably feeds a
separate render path (material system? D3D emissive vs diffuse
coefficients?) that is NOT per-vertex GL lighting. A future phase can
revive it if the decompile hunt for the DayGroup selection algorithm
surfaces it.

Code change: sky.vert + sky.frag only. The C# renderer still pushes
uAmbientColor/uSunColor/uSunDir/uEmissive uniforms — they are declared
in the shaders but unused in Phase 3b. No renderer change needed; these
uniforms cost nothing and keep the port-forward path open.

Build + 717 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-24 08:42:11 +02:00
parent 62e9c6b9ac
commit 027ccb46b9
2 changed files with 46 additions and 59 deletions

View file

@ -1,28 +1,29 @@
#version 430 core #version 430 core
// Sky mesh fragment shader — retail-verbatim composite: // Sky mesh fragment shader — UNLIT texture passthrough modulated by the
// per-keyframe SkyObjectReplace.Luminosity and .Transparent overrides.
// //
// fragment.rgb = texture.rgb * vTint * uLuminosity + lightning_flash // fragment.rgb = texture.rgb * uLuminosity + lightning_flash
// fragment.a = texture.a * (1 - uTransparency) // fragment.a = texture.a * (1 - uTransparency)
// //
// vTint arrives from the vertex shader with retail's per-vertex lighting // uLuminosity defaults to 1.0 (no dim). A SkyObjectReplace entry with
// baked in (emissive + ambient + diffuse × sun, clamped to [0,1]). // Luminosity_raw=11 (11%) sets uLuminosity to 0.11 — mesh renders at
// uLuminosity is the per-keyframe SkyObjectReplace override (0..1 // 11% brightness. MaxBright is min-clamped into uLuminosity by the C#
// fraction after the /100 scale in SkyDescLoader) — NOT to be confused // renderer before it reaches the shader.
// with the Surface.Luminosity that feeds uEmissive in the vertex shader. // uTransparency defaults to 0.0. Replace.Transparent_raw=100 (100%) sets
// uTransparency is the per-keyframe SkyObjectReplace alpha-fade. // uTransparency to 1.0 — alpha is zeroed and the pixel discarded
// (cloud hidden so the dome behind shows through).
// //
// See docs/research/2026-04-23-sky-retail-verbatim.md §6 + §7. // See `docs/research/2026-04-23-sky-retail-verbatim.md` §6 + Phase 3b
// rationale in sky.vert.
in vec2 vTex; in vec2 vTex;
in vec3 vTint;
out vec4 fragColor; out vec4 fragColor;
uniform sampler2D uDiffuse; uniform sampler2D uDiffuse;
uniform float uTransparency; // 0 = fully visible, 1 = fully transparent uniform float uTransparency;
uniform float uLuminosity; // 1.0 = normal; <1 dims per SkyObjectReplace uniform float uLuminosity;
// Shared SceneLighting UBO — only need fog/flash channel for the // Shared SceneLighting UBO — only fog-flash channel used (lightning).
// client-driven lightning strobe. Sun/ambient already baked into vTint.
struct Light { struct Light {
vec4 posAndKind; vec4 posAndKind;
vec4 dirAndRange; vec4 dirAndRange;
@ -40,16 +41,13 @@ layout(std140, binding = 1) uniform SceneLighting {
void main() { void main() {
vec4 sampled = texture(uDiffuse, vTex); vec4 sampled = texture(uDiffuse, vTex);
// Composite: texture × per-vertex lighting × per-keyframe dim. // Unlit passthrough with per-keyframe dim.
vec3 rgb = sampled.rgb * vTint * uLuminosity; vec3 rgb = sampled.rgb * uLuminosity;
// Lightning additive bump (client-side during storm keyframes). // Lightning additive bump (client-driven during storm keyframes).
float flash = uFogParams.z; float flash = uFogParams.z;
rgb += flash * vec3(1.5, 1.5, 1.8); rgb += flash * vec3(1.5, 1.5, 1.8);
// Soft clamp. Normal frame: cap at 1.2 so emissive meshes have a
// small highlight margin. During a flash the ceiling relaxes so the
// strobe actually blows out instead of getting pinned mid-rise.
float cap = mix(1.2, 3.0, clamp(flash, 0.0, 1.0)); float cap = mix(1.2, 3.0, clamp(flash, 0.0, 1.0));
rgb = min(rgb, vec3(cap)); rgb = min(rgb, vec3(cap));

View file

@ -1,57 +1,46 @@
#version 430 core #version 430 core
// Sky mesh vertex shader — computes the per-vertex lighting tint that // Sky mesh vertex shader — UNLIT texture passthrough.
// gives retail its time-of-day variation:
// //
// tint = clamp(emissive + ambient + max(dot(N, -sunDir), 0) * sunColor, // Phase 2 experimented with per-vertex `emissive + ambient + diffuse×sun`
// 0.0, 1.0) // lighting driven from the Surface.Luminosity field. The Phase 3a live
// verification (2026-04-23, user-observed against retail side-by-side
// at MorntideAndHalf) produced a "blue-green-yellow sweep" across the
// sky in acdream while retail showed a clean blue sky with white clouds.
// That's the signature of `diffuse × (250,215,151) warm-gold sunColor`
// tinting the cloud mesh's west-facing faces — retail does NOT do this.
// //
// This is the retail-verbatim AdjustPlanes formula ported from the // Retail sky meshes render UNLIT. The time-of-day color variation users
// decompiled D3D fixed-function lighting. The `emissive` scalar is the // observe (purple haze at night, warm dusk) comes from SkyObjectReplace
// Surface.Luminosity FLOAT field (NOT the SurfaceType.Luminous flag bit) — // per-keyframe Luminosity + Transparent modulation, revealing/dimming
// for Dereth's sky meshes, the DOME + SUN/MOON have emissive=1.0 // different mesh layers — NOT from per-vertex ambient multiply.
// (texture-passthrough regardless of lighting), while CLOUDS have
// emissive=0.0 (lit normally, so they pick up the ambient tint that
// produces retail's purple-haze night / warm-tan dusk / pale-cool noon).
// //
// See docs/research/2026-04-23-sky-retail-verbatim.md §6 for the full // See `docs/research/2026-04-23-sky-retail-verbatim.md` §6 for the
// decompile trail and field citations. // surviving hypotheses and the Phase 3b decision rationale.
//
// Uniforms for Ambient/Sun/Emissive stay declared below so the C#-side
// plumbing doesn't need to change — they are simply UNUSED. A future
// phase can revive them if the decompile hunt proves retail applies
// lighting to sky through a different channel.
layout(location = 0) in vec3 aPos; layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal; layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTex; layout(location = 2) in vec2 aTex;
uniform mat4 uModel; // per-object arc transform uniform mat4 uModel;
uniform mat4 uSkyView; // camera view with M41..M43 = 0 uniform mat4 uSkyView;
uniform mat4 uSkyProjection; // near=0.1, far=1e6 uniform mat4 uSkyProjection;
uniform vec2 uUvScroll; // cumulative TexVelocityX/Y * time uniform vec2 uUvScroll;
// Per-frame lighting — keyframe-interpolated values pushed before each // Unused in Phase 3b — see header. Kept for forward-compat with the
// Render() call. AmbColor × AmbBright and DirColor × DirBright are // C# renderer's push calls.
// pre-multiplied by SkyDescLoader so the shader feeds them straight in. uniform vec3 uAmbientColor;
uniform vec3 uAmbientColor; // AmbColor × AmbBright uniform vec3 uSunColor;
uniform vec3 uSunColor; // DirColor × DirBright uniform vec3 uSunDir;
uniform vec3 uSunDir; // unit vector FROM surface TO sun
// Per-submesh: Surface.Luminosity (0..1 self-illumination scalar).
uniform float uEmissive; uniform float uEmissive;
out vec2 vTex; out vec2 vTex;
out vec3 vTint;
void main() { void main() {
vTex = aTex + uUvScroll; vTex = aTex + uUvScroll;
gl_Position = uSkyProjection * uSkyView * uModel * vec4(aPos, 1.0); gl_Position = uSkyProjection * uSkyView * uModel * vec4(aPos, 1.0);
// uModel for sky is scale * RotZ(-heading) * RotY(-rotation) — pure
// orthonormal rotation, so mat3(uModel) correctly transforms normals
// without needing transpose(inverse(...)).
vec3 worldNormal = normalize(mat3(uModel) * aNormal);
// Per-vertex lighting. `emissive` is broadcast scalar → vec3. For
// emissive=1.0 the clamp saturates to white regardless of ambient/sun
// (the retail "unlit" mesh). For emissive=0.0 only the ambient + sun
// term drives `tint` (the retail "lit" mesh, e.g. clouds).
float diff = max(dot(worldNormal, uSunDir), 0.0);
vec3 lit = vec3(uEmissive) + uAmbientColor + diff * uSunColor;
vTint = clamp(lit, 0.0, 1.0);
} }