Three root causes regressed the Holtburg lifestone since the WB rendering migration (Phase N.5 retirement amendment, commitdcae2b6, 2026-05-08). All confirmed via temporary [LIFESTONE-DIAG] instrumentation and visually verified by the user through the +Acdream test character. 1. **Alpha-test discard** in mesh_modern.frag transparent pass killed high-α pixels of dat-flagged transparent surfaces. Native AC transparent surfaces routinely include effectively-opaque pixels — e.g. the lifestone crystal core (surface 0x080011DE) — that compose correctly under (SrcAlpha, 1-SrcAlpha) blending. The original N.5 §2 rationale ("high-α belongs in opaque pass") doesn't hold for surfaces flagged transparent at the dat level: those pixels can't reach the opaque pass at all. Fix: remove `α >= 0.95 discard` from the transparent pass, keep `α < 0.05 discard` as a fragment-cost optimization (skip totally-empty pixels). 2. **Cull state** for the transparent pass was unset by WbDrawDispatcher after the N.5 retirement amendment deleted StaticMeshRenderer.cs (which had the Phase 9.2 setup at commit6f1971a, 2026-04-11). Closed-shell translucents — lifestone crystal, glow gems — need GL_CULL_FACE + GL_BACK + GL_CCW in the transparent pass; otherwise back faces composite over front faces in iteration order under DepthMask(false). Fix: re-establish Phase 9.2's exact GL state setup at the top of Phase 8. 3. **uDrawIDOffset uniform** was missing from mesh_modern.vert. gl_DrawIDARB resets to 0 at the start of each glMultiDrawElementsIndirect call, so the transparent pass — which begins later in the indirect buffer — was fetching Batches[0..transparentCount) instead of its actual section at Batches[opaqueCount..end). The lifestone crystal ended up reading the FIRST OPAQUE batch's TextureHandle every frame; as the camera moved and the front-to-back opaque sort reordered which group landed at BatchData[0], the crystal's apparent texture flickered to whatever sat first — typically the player character's body parts. Fix: add `uniform int uDrawIDOffset` to the vertex shader, change Batches[gl_DrawIDARB] → Batches[uDrawIDOffset + gl_DrawIDARB], and set the uniform per-pass in WbDrawDispatcher (0 for opaque, _opaqueDrawCount for transparent). Mirrors WorldBuilder's BaseObjectRenderManager.cs line 845. Tests: 1688/1696 passing (8 pre-existing physics/input failures unchanged). N.5b conformance sentinel 94/94 clean. Visual: Holtburg lifestone now renders with the spinning blue crystal correctly composed over the pedestal. Other transparent content (glass, particle effects, NPC clothing) is unaffected — the same uniform fix applies globally and is correct for all transparent draws. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
121 lines
4.6 KiB
GLSL
121 lines
4.6 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 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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vec3 accumulateLights(vec3 N, vec3 worldPos) {
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vec3 lit = uCellAmbient.xyz;
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int activeLights = int(uCellAmbient.w);
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for (int i = 0; i < 8; ++i) {
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if (i >= activeLights) break;
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int kind = int(uLights[i].posAndKind.w);
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vec3 Lcol = uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w;
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if (kind == 0) {
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vec3 Ldir = -uLights[i].dirAndRange.xyz;
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float ndl = max(0.0, dot(N, Ldir));
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lit += Lcol * ndl;
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} else {
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vec3 toL = uLights[i].posAndKind.xyz - worldPos;
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float d = length(toL);
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float range = uLights[i].dirAndRange.w;
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if (d < range && range > 1e-3) {
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vec3 Ldir = toL / max(d, 1e-4);
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float ndl = max(0.0, dot(N, Ldir));
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float atten = 1.0;
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if (kind == 2) {
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float cos_edge = cos(uLights[i].coneAngleEtc.x * 0.5);
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float cos_l = dot(-Ldir, uLights[i].dirAndRange.xyz);
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atten *= (cos_l > cos_edge) ? 1.0 : 0.0;
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}
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lit += Lcol * ndl * atten;
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}
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}
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}
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return lit;
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}
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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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vec3 N = normalize(vNormal);
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vec3 lit = accumulateLights(N, vWorldPos);
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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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