fix #427: sky drawn without fog like retail; world fog range is the keyframe's authored MinWorldFog/MaxWorldFog
Two April stand-ins, neither registered, met at the horizon from altitude as a hard line between the dome's rim and the fog-coloured clear: 1. sky.frag fogged every non-additive sky layer with a 0.2 floor. Retail's GameSky::Draw @0x00506FF0 disables fixed-function fog around the whole sky draw unless an AdminEnvirons fog override is active (SetFFFogEnable( LScape::m_override_enabled ? 1 : 0)); additive layers stay unfogged via SetFFFogAlphaDisabled(1) at D3DPolyRender::SetSurface 0x59c882. The sky pass now sets ApplyFog only for (override active && !additive), with no floor. 2. WorldRenderFrameBuilder overwrote the authored fog range with one derived from the streaming window (538..2189 m always). Retail sets FOGSTART/ FOGEND straight from the keyframe's MinWorldFog/MaxWorldFog (SkyDesc::GetWorldFog @0x00500CE0 -> SetFFFogProperties @0x005A2F70) with no draw-distance scaling; zfar is a constant 4000 m. The builder now leaves SceneLightingUbo.Build's values alone; ACDREAM_FOG_START_MULT / _END_MULT are deleted from RuntimeOptions. Guards: SkyFogRuleTests (source-level, the sky renderer has no hermetic harness); sky.frag.spv re-pinned in VulkanShaderManifestTests with the reason. Research note 2026-04-23-sky-fog.md carries a correction banner. App hermetic 6,070/0, Core 4,707/0 (Release). Owner look gate owed: night and rain fog are now retail's shorter authored ranges. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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11 changed files with 180 additions and 62 deletions
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@ -57,19 +57,24 @@ void main() {
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vec3 rgb = sampled.rgb * vTint;
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// SHOULD-FIX S2/mech NOTE N-3 (OP4 review-fix round, 2026-08-11):
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// PlayerOption DisableDistanceFog forces FogMode.Off (uFogParams.w
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// == 0) — mesh_modern.frag/terrain_modern.frag both gate their own
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// fog blend on this same word (`if (mode == 0) return lit;`), but the
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// sky dome's blend here read only uApplyFog (the CPU per-submesh
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// "is this layer foggable at all" flag) and never uFogParams.w, so
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// toggling the option stopped terrain/objects fading into fog while
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// the dome's horizon band kept blending toward fog color.
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// Retail draws the sky with fixed-function fog DISABLED:
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// GameSky::Draw @0x00506FF0 saves GetFFFogEnable, calls
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// SetFFFogEnable(LScape::m_override_enabled ? 1 : 0), draws every sky
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// object, and restores it. So the dome is fogged ONLY while an
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// AdminEnvirons fog override is active; the horizon tint otherwise
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// comes from the authored dome textures and the keyframe tint, and the
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// frame's fog-coloured clear meets the dome's own colour at the rim.
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// The CPU sets uApplyFog = 1 only for (override active && surface not
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// Additive — SetFFFogAlphaDisabled(1) at D3DPolyRender::SetSurface
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// 0x59c882). uFogParams.w == 0 is PlayerOption DisableDistanceFog
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// (LScape::m_fFogEnabled -> SetFFFogUserDisabled), honoured here like
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// every other fogged pass. The 2026-04-27 "SKY_FOG_FLOOR = 0.2" clamp
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// was a stand-in for this rule before it was read from retail; it
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// left the dome's rim at 80 % fog against a 100 % fog clear, which
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// showed as a hard line below the horizon from altitude (2026-08-23).
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int fogMode = int(uFogParams.w);
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if (uApplyFog > 0.5 && fogMode != 0) {
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const float SKY_FOG_FLOOR = 0.2;
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float skyFogFactor = max(vFogFactor, SKY_FOG_FLOOR);
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rgb = mix(uFogColor.rgb, rgb, skyFogFactor);
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rgb = mix(uFogColor.rgb, rgb, vFogFactor);
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}
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float flash = uFogParams.z;
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@ -316,7 +316,7 @@
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},
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{
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"stage": "frag",
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"sourceSha256": "2ddf210d69b0c4a3c0870eecfb0ccba2097d93b365729739402bfe91e3b120d0",
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"sourceSha256": "b1f3b924af2040c909337c02461ed6795b5320fb04b5bb371ce1546feead567c",
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"compiled": true
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}
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]
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@ -372,18 +372,19 @@ public sealed partial class SkyRenderer : IDisposable
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// with texture alpha and keyframe transparency.
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_params.SurfOpacity = sub.SurfOpacity;
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// Retail D3DPolyRender::SetSurface at 0x59c882 calls
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// SetFFFogAlphaDisabled(1) when the Additive flag (0x10000)
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// is set on the Surface — so the sun, moon, stars, and any
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// additive cloud sheet are drawn WITHOUT fog. Skipping fog
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// on additive surfaces keeps the sun bright at horizon
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// dusk/dawn (where fog would otherwise dim it to fog color).
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// Non-additive sky meshes (the dome/background layers)
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// still mix toward keyframe fog with the floor mitigation
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// in sky.frag. That restores the broad green/purple Rainy
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// DayGroup tint behind the cloud sheet while raw-additive
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// 0x08000023 remains unfogged and keeps the pink detail.
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_params.ApplyFog = sub.DisableFog ? 0f : 1f;
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// Retail GameSky::Draw @0x00506FF0 draws the whole sky with
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// fixed-function fog DISABLED unless an AdminEnvirons fog
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// override is active (SetFFFogEnable(LScape::
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// m_override_enabled ? 1 : 0) around the sky draw). Within
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// that, D3DPolyRender::SetSurface at 0x59c882 calls
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// SetFFFogAlphaDisabled(1) for Additive surfaces (sun,
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// moon, stars, additive cloud sheets), so those are never
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// fogged. The dome's horizon tint is the authored texture
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// plus keyframe tint — not fog — which is why the frame's
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// fog-coloured clear meets the dome cleanly at its rim.
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// (Until 2026-08-23 every non-additive layer was fogged
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// with a 0.2 floor; see sky.frag for the symptom.)
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_params.ApplyFog = environOverrideActive && !sub.DisableFog ? 1f : 0f;
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// Sky meshes need per-object wrap mode driven by the
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// mesh's authored UV range, not by TexVelocity:
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@ -500,17 +500,18 @@ internal sealed class RuntimeWorldFrameEnvironmentPreparation
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in atmosphere,
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camera.Position,
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(float)_worldTime.DayFraction);
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float fogStart = _ranges.NearRadius
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* LandblockSize
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* _options.FogStartMultiplier;
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float fogEnd = _ranges.FarRadius
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* LandblockSize
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* _options.FogEndMultiplier;
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ubo.FogParams = new Vector4(
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fogStart,
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fogEnd,
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ubo.FogParams.Z,
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ubo.FogParams.W);
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// FogParams.xy stay the keyframe's authored MinWorldFog/MaxWorldFog
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// that SceneLightingUbo.Build wrote (AtmosphereSnapshot.FogStart/
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// FogEnd). Retail sets D3DRS_FOGSTART/FOGEND straight from those
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// (SkyDesc::GetWorldFog @0x00500CE0 -> LScape::UseTime ->
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// RenderDeviceD3D::SetFFFogProperties @0x005A2F70) with no draw-
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// distance scaling; its far plane is a constant 4000 m
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// (Render::zfar @0x0081EC88). Until 2026-08-23 this site overwrote
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// them with a range derived from the streaming window (0.7 x near
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// radius .. 0.95 x far radius = 538..2189 m at every hour and
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// weather), which thinned retail's night (0..400 m) and rain
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// (150..1500 m) fog and hid the fact that the sky pass was being
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// fogged at all (see SkyRenderer / sky.frag).
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_lightingUbo?.Upload(ubo);
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RenderingDiagnostics.EmitLight(
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