Cyd and Claude Fable 5
c13613e259
GL fog: per-fragment factor -- terrain/cloud no longer escape the fog
...
Fog was computed per VERTEX; vertices behind the eye clamped to factor
zero, and the terrain/cloud triangles are large enough to span the
camera, so interpolation dragged the whole ground to unfogged (bright
terrain through the pre-drop blackout and the respawn reveal). The
eye-space depth now rides the varying (perspective-correct) and the
factor is computed per fragment, where clipping guarantees valid depth.
Verified offline: pre-drop hold renders solid black + HUD only (matches
the period screenshot exactly); the respawn fade shows the authentic
near-first reveal from the operator's VHS (ground clear, fog wall at
distance, sky still white).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com >
2026-07-08 20:32:38 -05:00
..
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