fix(render): use native squared distance for vertex fog
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Valentin Popov committed 2026-10-31 19:13:43 +04:00
1 parent 108a04b70e
commit 9f643149a6
7 files changed
+75 -8

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@@ -9454,6 +9454,7 @@ impl StaticVulkanApp {
})
.count();
eprintln!("render_coverage control_op1_jitter_unsupported={randomized_lights} (using authored color and radius; native RNG sampling pending)");
eprintln!("render_coverage fog_pass_eligibility_approx={} (global world fog and horizon RGB; native shade-state/color verification pending)", self.world_range_indices.len());
for &range_index in &self.world_range_indices {
let range = self
.mesh
@@ -14499,7 +14500,7 @@ mod tests {
}
#[test]
fn captured_native_camera_uses_view_dependent_sky_fog_color() {
fn captured_native_camera_selects_view_dependent_screen_horizon_color() {
use fparkan_fx::atmosphere::{PackedColor, SkySample, SKY_COLOR_COUNT};
// Compact camera fields from the native 1493.337-second AutoDemo capture.
@@ -14521,12 +14522,12 @@ mod tests {
values: [0.0; 2],
packed: [PackedColor(0); 2],
};
let fog_color =
let horizon_color =
fparkan_fx::sky::screen_gradient_frame(&sample, camera.native_sky_heading(), [0.0; 3])
.color;
assert_eq!(capture.atmosphere_seconds, Some(1493.337));
assert_eq!(fog_color, PackedColor(0xFF3E_3E64));
assert_eq!(horizon_color, PackedColor(0xFF3E_3E64));
}
#[test]