Quality Gate / Quality Gate (pull_request) Successful in 6m55s
New visual test site under game/world/sites: flat sandy floor at -40 m, calm surface at 0 m, fixed daytime sun ahead of and above the submarine. Light shafts come from a shadow-only surface occluder whose alpha-scissor ripples open only inside a pool a few tens of metres ahead; a subtractive FogVolume cancels the global volumetric fog above the water, and an unshaded ceiling mesh shows the lit underside of the surface inside that pool. A composed world (sunlit_shallows_world.tscn) mounts the submarine, cockpit and camera rig in it, with the projectors kept out of the fog. Cockpit: the porthole glass moves to its own render layer with a rougher material and the porthole fill light excludes that layer, so interior lamps no longer mirror as hard specular points. Quality gate: new integration suite for the site (42 checks), three glass assertions in the foundation suite, and the Input-access architecture rule now matches both path separators so the gate runs on Windows. project.godot raises the volumetric fog froxel grid to 128 so the shafts stay readable. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
33 lines
1.3 KiB
Plaintext
33 lines
1.3 KiB
Plaintext
// Underside of the calm surface as seen from below: dark everywhere, lit with
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// drifting crests only inside the pool where the occluder lets the sun through.
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// Purely visual; shadows and shafts come from the occluder mesh.
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shader_type spatial;
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render_mode unshaded, cull_disabled;
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uniform sampler2D ripple_noise : repeat_enable, filter_linear_mipmap;
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uniform vec2 pool_center_xz = vec2(-14.0, -31.0);
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uniform float pool_radius = 22.0;
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uniform float ripple_scale = 0.03;
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uniform float drift_speed = 0.012;
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uniform float lit_scale : hint_range(0.0, 1.0) = 0.3;
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uniform vec3 dark_color : source_color = vec3(0.01, 0.05, 0.09);
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uniform vec3 lit_color : source_color = vec3(0.5, 0.85, 1.0);
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varying vec2 world_xz;
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void vertex() {
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world_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
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}
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void fragment() {
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vec2 slow_drift = vec2(TIME * drift_speed);
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vec2 cross_drift = vec2(-TIME * drift_speed * 0.7);
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float broad = texture(ripple_noise, world_xz * ripple_scale + slow_drift).r;
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float fine = texture(ripple_noise, world_xz * ripple_scale * 1.9 + cross_drift).r;
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float crest = smoothstep(0.45, 0.7, broad * 0.65 + fine * 0.35);
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float pool = 1.0 - smoothstep(
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pool_radius * 0.6, pool_radius * 1.6, distance(world_xz, pool_center_xz)
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);
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ALBEDO = mix(dark_color, lit_color * (0.35 + crest) * lit_scale, pool);
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}
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