acdream/src/AcDream.App/Rendering/Shaders/mesh_modern.frag
Erik 3284dd0aed feat(#188): fading-wall + sliding-door translucency; hold open past animation settle
Lands the fading-secret-door feature and fixes the door "flip-back" that
surfaced while testing it.

#188 — fading-wall doors (e.g. "Pedestal Weak Spot") fade their wall part
out via TransparentPartHook instead of swinging:
  - TranslucencyHookSink consumes TransparentPartHook -> TranslucencyFadeManager
    (per-(entity,part) linear translucency ramp; holds at End frame).
  - WbDrawDispatcher: new per-instance alpha SSBO (binding 7); ClassifyBatches
    takes opacityMultiplier (1 - translucency, per CMaterial::SetTranslucencySimple
    0x005396f0) forcing AlphaBlend; fully-invisible parts skipped.
  - mesh_modern.vert/.frag: binding-7 InstanceAlphaBuf -> vOpacityMultiplier ->
    FragColor.a *= vOpacityMultiplier.
  - Register AP-89: the fade multiplies sampled texture alpha, not a separate
    D3D9 material alpha channel (observably identical for texture-alpha==1 surfaces).

Door flip-back fix (affected BOTH #188 fading walls AND #187 sliding doors): a
door/wall that finished opening holds a single unchanging frame, so the
uncommitted IsEntityCurrentlyMoving cache-bypass narrowing dropped it onto the
Tier-1 static cache -- which only remembers the REST pose + opacity 1.0 --
snapping it visually shut/opaque while physics stayed open. Reverted that
narrowing: every Sequencer entity stays on the per-frame path (live pose + live
fade opacity), the known-good pre-optimization behavior. The per-frame CPU cost
that narrowing chased was a Debug-build artifact -- Release is GPU-bound
(~200 fps in Sawato, measured), so the unconditional add is free where it
matters. Left a code comment barring re-introduction.

Tests: full Core suite green (2649 passed, 2 skipped). Live visual gate PASSED --
both fading-wall and sliding doors hold open.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 09:17:50 +02:00

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#version 430 core
#extension GL_ARB_bindless_texture : require
in vec3 vNormal;
in vec2 vTexCoord;
in vec3 vWorldPos;
in vec3 vLit; // A7: per-vertex Gouraud lighting (ambient + capped lights), from mesh_modern.vert
in flat uvec2 vTextureHandle;
in flat uint vTextureLayer;
in flat float vOpacityMultiplier; // #188
// uRenderPass values (Phase N.5 Decision 2 — two-pass alpha-test):
// 0 = opaque pass — discard fragments with alpha < 0.95
// (lets the depth write succeed for solid pixels)
// 1 = translucent pass — covers AlphaBlend / Additive / InvAlpha;
// discard alpha >= 0.95 (already drawn opaque) and
// alpha < 0.05 (skip empty fragments — large
// transparent overdraw cost otherwise)
uniform int uRenderPass;
uniform int uLightDebug; // #176 stripe hunt (see mesh_modern.vert) — mode 3 handled here
// SceneLighting UBO — IDENTICAL layout to mesh_instanced.frag binding=1.
struct Light {
vec4 posAndKind;
vec4 dirAndRange;
vec4 colorAndIntensity;
vec4 coneAngleEtc;
};
layout(std140, binding = 1) uniform SceneLighting {
Light uLights[8];
vec4 uCellAmbient;
vec4 uFogParams;
vec4 uFogColor;
vec4 uCameraAndTime;
};
// A7 (2026-06-15): per-vertex lighting moved to mesh_modern.vert (Gouraud) to match
// retail's fixed-function per-vertex T&L — a per-pixel evaluation made a hard "spotlight"
// pool. The SceneLighting UBO above is still declared here for fog (uFogParams/uFogColor/
// uCameraAndTime) + the lightning-flash bump; its uLights[]/uCellAmbient are now consumed
// in the vertex shader. The std140 layout must stay identical to the vert + the CPU upload.
vec3 applyFog(vec3 lit, vec3 worldPos) {
int mode = int(uFogParams.w);
if (mode == 0) return lit;
float d = length(worldPos - uCameraAndTime.xyz);
float fogStart = uFogParams.x;
float fogEnd = uFogParams.y;
float span = max(1e-3, fogEnd - fogStart);
float fog = clamp((d - fogStart) / span, 0.0, 1.0);
return mix(lit, uFogColor.xyz, fog);
}
out vec4 FragColor;
void main() {
sampler2DArray tex = sampler2DArray(vTextureHandle);
vec4 color = texture(tex, vec3(vTexCoord, float(vTextureLayer)));
// Two-pass alpha-test (N.5 Decision 2).
// A.5 T20: opaque pass writes alpha as-sampled so GL_SAMPLE_ALPHA_TO_COVERAGE
// derives the MSAA sample mask from it — ClipMap foliage edges become smooth.
// Discard only fully-transparent (α < 0.05); the GPU handles coverage masking.
if (uRenderPass == 0) {
if (color.a < 0.05) discard; // opaque pass — kill truly empty only (A2C)
} else {
// Transparent pass.
//
// Phase Post-A.5 (ISSUE #52, 2026-05-10): do NOT discard α≥0.95 here.
// Native AC transparent-flagged surfaces routinely include
// effectively-opaque pixels — e.g. the Holtburg lifestone crystal core
// (surface 0x080011DE) which the spawn manifest classifies as
// transparent (batch.IsTransparent=True) but whose decoded texture
// alpha lands ≥0.95 across the visible surface. Those pixels still
// compose correctly under (SrcAlpha, 1-SrcAlpha) alpha-blending, so
// discarding them here threw away the whole crystal. The original
// N.5 §2 rationale (high-α fragments belong in the opaque pass) does
// not apply when the SURFACE is dat-flagged transparent — those
// pixels can't reach the opaque pass at all.
//
// Keep the α<0.05 short-circuit as a fragment-cost optimization
// (skip fully-empty pixels — saves blend bandwidth on alpha-keyed
// sprites with large transparent margins).
if (color.a < 0.05) discard;
}
// Per-vertex Gouraud lighting from the vertex shader (ambient + capped lights).
vec3 lit = vLit;
// #176 stripe-hunt mode 3: show the raw per-vertex light field (texture
// ignored). Stripes visible HERE = a vertex-lighting artifact; absent =
// the pattern comes from texture/per-pixel machinery. Throwaway diagnostic.
if (uLightDebug == 3) {
FragColor = vec4(min(lit, vec3(1.0)), 1.0);
return;
}
// Lightning flash — additive scene bump (matches mesh_instanced.frag).
lit += uFogParams.z * vec3(0.6, 0.6, 0.75);
// Retail clamp per-channel to 1.0 (r13 §13.1).
lit = min(lit, vec3(1.0));
vec3 rgb = color.rgb * lit;
rgb = applyFog(rgb, vWorldPos);
// #188: multiply the FINAL alpha only — the discard thresholds above stay
// keyed on the raw sampled color.a, so the last few frames of a fade
// (multiplier crossing under 0.05) still ramp smoothly toward zero rather
// than popping invisible early against the discard cutoff.
FragColor = vec4(rgb, color.a * vOpacityMultiplier);
}