docs(design): fog and exposure use the game's own values; the removed OoT factors are no longer needed #159
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MagicBeanDev/Longshot!159
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Delete branch "d4nkn3ss/Longshot:docs/design-fog-factors"
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Why
docs/design.mdtells readers the OoT fog and exposure factors are still needed and fog's cause is open, but those factors were removed a while ago, so anyone working on fog or exposure starts from a wrong picture (#124).What changed
docs/design.md's line on the OoT fog and exposure factors now says fog and exposure come from the game's own values. The factors (Orchid's workaround) were off from 11-07 and removed in Hookshot #2042 as "tuned against bugs since fixed";RX_VK_OOT,RX_VK_OOT_EXPOSURE,RX_VK_OOT_FOGandRX_VK_OOT_VISUALare only logged as doing nothing (removed_switch_notes()inhost/hos_main.c). The ground fog that vanished when looking down was the early texel writes being dropped, fixed in Hookshot #638.Flags and settings
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Measurements
main:
1be180bb(2026-11-13)this PR: docs/design-fog-factors @
411002daHardware: n/a (docs)
Scene: n/a (docs)
Method: the sources read:
git show 2f2f5372(#2042's message),removed_switch_notes()inhost/hos_main.c(lines 516-534),grep -rn "RX_VK_OOT_FOG\|RX_VK_OOT_EXPOSURE" gpu/(no match),git show 988e17c0(#638)How to reproduce: the same commands
1be180bb411002daRX_VK_OOT_FOG/RX_VK_OOT_EXPOSURETesting
Tested: the statements against the sources above. In tonight's runs of main on an RTX 3080 (Kokiri Forest, Hyrule Field, Zora's River, Zora's Domain, Gerudo Valley), the fog wasn't too thick or missing; that's by eye, not a measurement.
Full suite: docs only; no check reads
docs/design.md's text, andpython -I -B tests/run_all.pyon main @1be180bbfails only the three checks #80, #118, #119, #144 and #145 fix.Not tested: fog against the Switch 2 original: nobody has a side-by-side reference here.
Needs other testers: None
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Risk and rollback
Docs only; reverting the commit is enough.
Issues
Fixes #124
Checklist
For everyone
type(scope): description).main.python -I -B tests/run_all.pyrun and passing (any failure that also fails onmainis named above).third_party/untouched (a new folder with aPROVENANCE.mdinstead).If applicable
Assisted-by:/Co-Authored-By:trailers.🤖 Generated with Claude Code
The new line holds up against main.
RX_VK_OOT,RX_VK_OOT_EXPOSURE,RX_VK_OOT_FOGandRX_VK_OOT_VISUALare only inremoved_switch_notes()inhost/hos_main.c, which logs that they do nothing. Nothing undergpu/vk/reads them.oot_visual_workaround.hwent in2f2f5372(Hookshot #2042), whose message says "off since 11-07; its factors were tuned against bugs since fixed". The ground fog fix is988e17c0(Hookshot #638). The doc change merges cleanly onto current main.One thing to change before merge: the line names the Hookshot PRs as
Hookshot #2042andHookshot #638. AGENTS.md asks for GitHub PRs as full URLs, and the README and tested-configurations.md already do it that way. Inline comment below.Description nits (no code change needed):
#2042and#638for Hookshot PRs. On Forgejo those link to Longshot's own numbers, so make them full URLs there too.@ -248,2 +248,3 @@around Link (`1e26755d`, the per-character shadow projector, drawn as a box that discards outside) and most of the milky look.- The OoT fog (0.25) and exposure (0.65) factors are still needed: with them off the fog is far too thick. Fog's cause is open.- Fog and exposure come from the game's own values: no OoT factor scales them. The fog (0.25) and exposure (0.65) factors, fromOrchid's workaround, were off from 11-07 and removed in Hookshot #2042 (`RX_VK_OOT`, `RX_VK_OOT_EXPOSURE`, `RX_VK_OOT_FOG`,AGENTS.md asks for GitHub PRs as full URLs, and a bare
#2042here links to Longshot's own number, which isn't this PR. README.md and tested-configurations.md already link Hookshot PRs this way. Suggestremoved in [Hookshot #2042](https://github.com/NotRexed/Hookshot/pull/2042), and the same on line 253:([Hookshot #638](https://github.com/NotRexed/Hookshot/pull/638)). The README already uses that #638 URL.