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程基岩(engineering-lead) 856326a766 chore: W1 项目骨架 — 基线 v1.0 架构落盘(Godot 4.7.2 / gl_compatibility)
架构基线:docs/architecture/2026-10-19-F-architecture.md(v1.0)
范围:WRATH OF THE DEAD《怨返》单人挂机 · GDScript · 1280×720 · 12 班底数据驱动

- 骨架:project.godot(4.7 + GL Compatibility)、架构 §2.1 完整目录树(含占位说明)、
  .gitignore/.gitattributes(LF 纪律)、README.md、CLAUDE.md、export_presets.cfg 占位、
  pipeline/README.md(3ds Max 侧契约)
- 数据管线段 1:data/sheets/generators.csv(GDD §3.1 十二班底逐值抄录)
  + data/schema/generators.schema.json(v0)+ src/tools/sheet_importer.gd
  (import_all/import_sheet/validate + ImportReport + .tres stub + 行号/列名/原因失败策略)
  + src/tools/import_main.gd(CI CLI 入口)+ data/build/generators.json(字节级确定性产物)
- 探针:P1(SCREEN_TEXTURE/CanvasLayer 排序)与 P3(NoiseTexture2D seamless)场景代码与
  截图/统计工具;实测手册与结论模板在工作区 docs/engineering/(随仓库外文档树)
- CI:数据门激活(import_all + schema validate + build 漂移门);单测/sim/导出 W3+ 注释占位;
  4.7.2 headless CLI 行为标注待本机验证

待用户侧:P1/P3 实测回填结论;P6 字体许可 / P7 GPU 实测;look-dev 游魂初版(Max 侧)
2026-10-19 15:13:10 +08:00

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shader_type canvas_item;
// ============================================================================
// 探针 P1 shader —— SCREEN_TEXTURE 语义(架构 §11 P1 / §5.2 ADR-2)
// 由 probe_p1.gd 以 ShaderMaterial 挂到 L1 全屏 ColorRect 上。
// mode(uniform int):
// 0 直通 —— 验证"背景/世界是否含入 SCREEN_TEXTURE 采样"
// 1 反色 —— 放大世界内容差异,便于肉眼确认采样到了 L0
// 2 红色染色 —— L1 全屏染色:验证 L2 UI 是否被后处理污染(UI 应保持原色 crisp)
// 3 纯绿 —— 顺序验证:整屏变绿 = CanvasLayer 排序 L0<L1<L2 符合预期
// ============================================================================
uniform int mode = 0;
void fragment() {
vec4 screen = texture(SCREEN_TEXTURE, SCREEN_UV);
if (mode == 0) {
COLOR = screen;
} else if (mode == 1) {
COLOR = vec4(1.0 - screen.rgb, screen.a);
} else if (mode == 2) {
COLOR = vec4(screen.r, 0.0, 0.0, 1.0);
} else {
COLOR = vec4(0.0, 1.0, 0.0, 1.0);
}
}