fix(render): #226 detail overlay uses retail's single-pass combine; drop the dead distance fade (Campaign VM VM1)
VM2's live cdb read against the PDB-paired retail client (GUID 9e847e2f-777c-4bd9-886c-22256bb87f32) proved m_caps.bCanDoSinglePassDetailing = 1 and trysinglepass = 1 on real hardware, so D3DPolyRender::RenderMeshSubset (0x0059ca10) never falls back to the two-pass framebuffer blend the earlier #226 port reproduced. Every loaded CGfxObj sets use_built_mesh = 1 (CGfxObj::InitLoad 0x005346b0), so buildings and EnvCells always take the single-pass texture-stage combine set up in D3DPolyRender::SetSurface (0x0059c4d0): result = lerp(base * diffuse, detail.rgb, detail.a * diffuse.a) RenderMeshSubset lights opaque built-mesh subsets with tmpmaterial.Diffuse.a = 1, so on the live Dereth category texture 0x06006D58 (mean rgb 0.165, mean alpha 0.132) the combine works out to ~0.868 * base + 0.022 — a mild darkening, the opposite sign of the fallback DstColor blend's brightening. Also removes the invented 10 m / 50 m distance fade. Retail's ACRender::get_alpha_for_z (0x006b6230) is only evaluated in D3DPolyRender::DrawPolyInternal (0x0059d7c0, the immediate-polygon path) and only when the static noFadeDetail (0x00820e38, initialised to 1) is 0 — unreachable for built meshes. Attenuation is the sampler's linear mip chain converging to the texture mean, not a scripted ramp. Changes: - mesh_detail.vert/.frag: drop vDetailFade and its distance term; add vDetailOpacity mirroring mesh_modern.vert's InstanceAlphaBuf (binding 7) read, and output detail.rgb with alpha = detail.a * vDetailOpacity under the corrected pipeline blend. - VulkanViewportMapping.BlendFactorsOf / GpuEnums.GpuBlendMode.RetailDetail: SrcAlpha + OneMinusSrcAlpha instead of DstColor + OneMinusSrcAlpha. - RetailDetailTextureContract: replaced the distance-fade constants and FramebufferFactor with Expected(base, detail, opacity) and IsNeutral, matching the lerp; contract tests cover zero-alpha/zero-opacity no-ops, the measured darkening on the live category texture, and full-alpha replacement. - Regenerated mesh_detail's committed SPIR-V and the shader manifest (tools/compile-shaders.ps1); no other shader pair changed. - Docs: #226's pseudocode note, the docs/ISSUES.md #226 entry, and the retired TS-52 divergence-register row corrected from the two-pass DESTCOLOR description to the single-pass path and the darkening expectation, each citing the VM2 cdb note. Verified: dotnet build AcDream.slnx -c Release (0 warnings, 0 errors); dotnet test on AcDream.App.Tests and AcDream.Core.Tests (Release, hermetic lanes) both green. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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13 changed files with 266 additions and 128 deletions
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@ -3,7 +3,7 @@
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in vec2 vBaseUv;
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in vec2 vDetailUv;
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in float vDetailFade;
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in float vDetailOpacity;
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in flat uint vBaseTextureIndex;
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in flat uint vBaseTextureLayer;
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in flat uint vBatchFlags;
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@ -13,6 +13,31 @@ uniform uint uTextureIndexA; // category detail texture, layer 0
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out vec4 FragColor;
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// VM2 (2026-08-22, live cdb read on the PDB-paired retail client, GUID
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// 9e847e2f-777c-4bd9-886c-22256bb87f32): retail's RenderDevice reports
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// m_caps.bCanDoSinglePassDetailing = 1 and the file-static trysinglepass = 1,
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// so real hardware never takes the two-pass framebuffer fallback this shader
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// used to reproduce. It takes the single-pass texture-stage combine set up
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// in D3DPolyRender::SetSurface (0x0059c4d0) and consumed per built-mesh
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// material subset by D3DPolyRender::RenderMeshSubset (0x0059ca10):
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//
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// stage 0 colour = MODULATE(TEXTURE, DIFFUSE) = base.rgb * diffuse.rgb
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// stage 0 alpha = PREMODULATE(DIFFUSE, DIFFUSE) = diffuse.a * detail.a
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// stage 1 colour = BLENDCURRENTALPHA(TEXTURE, CURRENT) = lerp(current.rgb, detail.rgb, stage0.a)
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//
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// i.e. the pixel retail draws is lerp(base * diffuse, detail.rgb, detail.a *
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// diffuse.a) — a blend TOWARD the detail colour by detail.a * diffuse.a, not
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// a "dest * (detail + 1 - alpha)" brightening. RenderMeshSubset lights every
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// built mesh with tmpmaterial.Diffuse.a = 1 (opaque subsets), so
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// vDetailOpacity below is exactly that diffuse.a — 1 for opaque, the
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// translucency-fade multiplier for a fading subset. The pipeline blend
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// (VulkanViewportMapping.BlendFactorsOf(GpuBlendMode.RetailDetail)) expresses
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// the same lerp as SrcAlpha + OneMinusSrcAlpha over the existing base pixel,
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// so this fragment outputs the raw (non-premultiplied) detail colour with
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// that combined alpha and lets the fixed-function blend unit do the
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// base*(1-a) + detail*a lerp. See
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// docs/research/2026-08-22-vm2-retail-detail-path-cdb.md.
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void main() {
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// Object command replays may contain ordinary instances; only building
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// shells survive. Bit 0 means this command came through retail's built-mesh
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@ -20,8 +45,6 @@ void main() {
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// curr_detail_surface for every built-mesh material subset.
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if (vDetailCategory == 0u || (vBatchFlags & 1u) == 0u)
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discard;
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if (vDetailFade <= 0.0)
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discard;
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vec4 base = ACDREAM_SAMPLE_ARRAY(
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vBaseTextureIndex,
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@ -33,10 +56,5 @@ void main() {
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uTextureIndexA,
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vec3(vDetailUv, 0.0));
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// Pipeline blend is retail's DstColor + OneMinusSrcAlpha. Scaling both
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// source colour and alpha makes fade=0 exactly neutral while fade=1 keeps
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// retail's measured factor: dest * (detail.rgb + 1 - detail.a).
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FragColor = vec4(
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detail.rgb * vDetailFade,
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detail.a * vDetailFade);
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FragColor = vec4(detail.rgb, detail.a * vDetailOpacity);
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}
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@ -44,6 +44,18 @@ layout(std430, binding = 9) readonly buffer InstanceDetailCategoryBuf {
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uint instanceDetailCategory[];
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};
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// #188 per-instance opacity multiplier, identical binding and indexing to
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// mesh_modern.vert's InstanceAlphaBuf (binding 7). VM2's cdb read proved
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// retail's built-mesh detail combine is a single-pass texture-stage blend
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// whose stage-0 alpha is PREMODULATE(DIFFUSE, DIFFUSE) = diffuse.a *
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// detail.a (D3DPolyRender::SetSurface 0x0059c4d0) — the base subset's own
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// diffuse alpha gates how much detail shows through, exactly like the base
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// pass's translucency-fade multiplier already does for mesh_modern. 1.0 for
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// every opaque subset; <1.0 while a TransparentPartHook fade is in flight.
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layout(std430, binding = 7) readonly buffer InstanceAlphaBuf {
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float instanceAlpha[];
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};
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_ClipDistance[8];
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@ -57,7 +69,7 @@ uniform float uParamB; // 1 = require building instance, 0 = EnvCell category
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out vec2 vBaseUv;
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out vec2 vDetailUv;
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out float vDetailFade;
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out float vDetailOpacity;
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out flat uint vBaseTextureIndex;
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out flat uint vBaseTextureLayer;
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out flat uint vBatchFlags;
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@ -76,11 +88,14 @@ void main() {
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for (uint i = clip.count; i < 8u; ++i)
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gl_ClipDistance[i] = 1.0;
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// System.Numerics' perspective projection used by every gameplay camera
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// makes clip.w the positive view-space depth. Retail get_alpha_for_z uses
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// that same metric in metres: 255 through 10 m, linearly to 0 at 50 m.
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float positiveViewDepthMetres = gl_Position.w;
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vDetailFade = clamp((50.0 - positiveViewDepthMetres) / 40.0, 0.0, 1.0);
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// No distance term: VM2 found the fade only exists in
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// D3DPolyRender::DrawPolyInternal (0x0059d7c0, the immediate-polygon
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// path) and only when the static noFadeDetail (0x00820e38, initialised
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// to 1) is 0. Every loaded CGfxObj sets use_built_mesh=1
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// (CGfxObj::InitLoad 0x005346b0), so buildings/EnvCells never reach that
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// function; their attenuation is the LINEAR mip chain converging to the
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// texture mean, which the existing sampler already provides.
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vDetailOpacity = instanceAlpha[instanceIndex];
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vBaseUv = aTexCoord;
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vDetailUv = aTexCoord * uParamA;
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@ -231,12 +231,12 @@
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"stages": [
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{
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"stage": "vert",
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"sourceSha256": "0273312da9fefb5084d3aee120f33c542e1adcfb846e6c7b3fc2b068c1348fb3",
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"sourceSha256": "c955bdce56199ef2057dbaf0dc1d1f75ececac49047f57685b09b63117e921da",
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"compiled": true
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},
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{
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"stage": "frag",
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"sourceSha256": "1fbc3ffb12d260cbe0d111551f28c69f15754ba5e5e11fe3ec43747bebef4883",
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"sourceSha256": "c02dd48647352a87c183fe925a9590b70731c677dd942bcea71ac6ad63ff486d",
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"compiled": true
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}
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]
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