The torch/point-light look was wrong two ways, both now fixed against the
named retail decomp (calc_point_light 0x0059c8b0) via our verified
LightBake.PointContribution port:
1. Per-PIXEL → per-VERTEX. accumulateLights moved from mesh_modern.frag to
mesh_modern.vert so point lights Gouraud-interpolate across each triangle
the way retail's fixed-function T&L does. The per-pixel eval made a tight,
hard-edged "spotlight" pool on flat walls; per-vertex is a soft, broad
gradient. frag now just consumes the interpolated vLit (+ fog + flash).
2. Simplified ramp → faithful calc_point_light shape. The live point/spot
branch was max(0,N·L) × linear(1−d/range) × cap — missing two terms our
LightBake.cs port already has:
• half-Lambert WRAP (1/1.5)·(N·D + 0.5·d), D un-normalised — a face
angled away from a torch still catches light (retail's soft terminator)
instead of snapping to black.
• distance-cube NORM branch norm = distsq>1 ? distsq·d : d — inverse-
square-ish soft far halo + punchy near field, vs the flat linear ramp.
Per-channel no-blowout cap (min(scale·color, color)) retained.
The per-channel cap was also added to the legacy mesh.frag for consistency.
A read-only retail-vs-acdream lighting audit (11-agent workflow) confirmed
these two as the cause of the "better but a bit off" look and cleared the
ambient/sun/terrain/color-space chain as already faithful. Remaining
confirmed divergences (per-object light selection; dungeon static vertex
bake) are filed as the next fixes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
97 lines
4 KiB
GLSL
97 lines
4 KiB
GLSL
#version 430 core
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#extension GL_ARB_bindless_texture : require
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in vec3 vNormal;
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in vec2 vTexCoord;
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in vec3 vWorldPos;
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in vec3 vLit; // A7: per-vertex Gouraud lighting (ambient + capped lights), from mesh_modern.vert
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in flat uvec2 vTextureHandle;
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in flat uint vTextureLayer;
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// uRenderPass values (Phase N.5 Decision 2 — two-pass alpha-test):
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// 0 = opaque pass — discard fragments with alpha < 0.95
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// (lets the depth write succeed for solid pixels)
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// 1 = translucent pass — covers AlphaBlend / Additive / InvAlpha;
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// discard alpha >= 0.95 (already drawn opaque) and
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// alpha < 0.05 (skip empty fragments — large
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// transparent overdraw cost otherwise)
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uniform int uRenderPass;
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// SceneLighting UBO — IDENTICAL layout to mesh_instanced.frag binding=1.
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struct Light {
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vec4 posAndKind;
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vec4 dirAndRange;
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vec4 colorAndIntensity;
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vec4 coneAngleEtc;
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};
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layout(std140, binding = 1) uniform SceneLighting {
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Light uLights[8];
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vec4 uCellAmbient;
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vec4 uFogParams;
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vec4 uFogColor;
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vec4 uCameraAndTime;
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};
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// A7 (2026-06-15): per-vertex lighting moved to mesh_modern.vert (Gouraud) to match
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// retail's fixed-function per-vertex T&L — a per-pixel evaluation made a hard "spotlight"
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// pool. The SceneLighting UBO above is still declared here for fog (uFogParams/uFogColor/
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// uCameraAndTime) + the lightning-flash bump; its uLights[]/uCellAmbient are now consumed
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// in the vertex shader. The std140 layout must stay identical to the vert + the CPU upload.
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vec3 applyFog(vec3 lit, vec3 worldPos) {
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int mode = int(uFogParams.w);
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if (mode == 0) return lit;
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float d = length(worldPos - uCameraAndTime.xyz);
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float fogStart = uFogParams.x;
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float fogEnd = uFogParams.y;
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float span = max(1e-3, fogEnd - fogStart);
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float fog = clamp((d - fogStart) / span, 0.0, 1.0);
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return mix(lit, uFogColor.xyz, fog);
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}
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out vec4 FragColor;
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void main() {
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sampler2DArray tex = sampler2DArray(vTextureHandle);
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vec4 color = texture(tex, vec3(vTexCoord, float(vTextureLayer)));
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// Two-pass alpha-test (N.5 Decision 2).
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// A.5 T20: opaque pass writes alpha as-sampled so GL_SAMPLE_ALPHA_TO_COVERAGE
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// derives the MSAA sample mask from it — ClipMap foliage edges become smooth.
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// Discard only fully-transparent (α < 0.05); the GPU handles coverage masking.
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if (uRenderPass == 0) {
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if (color.a < 0.05) discard; // opaque pass — kill truly empty only (A2C)
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} else {
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// Transparent pass.
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//
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// Phase Post-A.5 (ISSUE #52, 2026-05-10): do NOT discard α≥0.95 here.
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// Native AC transparent-flagged surfaces routinely include
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// effectively-opaque pixels — e.g. the Holtburg lifestone crystal core
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// (surface 0x080011DE) which the spawn manifest classifies as
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// transparent (batch.IsTransparent=True) but whose decoded texture
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// alpha lands ≥0.95 across the visible surface. Those pixels still
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// compose correctly under (SrcAlpha, 1-SrcAlpha) alpha-blending, so
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// discarding them here threw away the whole crystal. The original
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// N.5 §2 rationale (high-α fragments belong in the opaque pass) does
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// not apply when the SURFACE is dat-flagged transparent — those
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// pixels can't reach the opaque pass at all.
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//
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// Keep the α<0.05 short-circuit as a fragment-cost optimization
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// (skip fully-empty pixels — saves blend bandwidth on alpha-keyed
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// sprites with large transparent margins).
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if (color.a < 0.05) discard;
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}
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// Per-vertex Gouraud lighting from the vertex shader (ambient + capped lights).
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vec3 lit = vLit;
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// Lightning flash — additive scene bump (matches mesh_instanced.frag).
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lit += uFogParams.z * vec3(0.6, 0.6, 0.75);
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// Retail clamp per-channel to 1.0 (r13 §13.1).
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lit = min(lit, vec3(1.0));
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vec3 rgb = color.rgb * lit;
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rgb = applyFog(rgb, vWorldPos);
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FragColor = vec4(rgb, color.a);
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}
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