Files
Phillip Tarrant 6530625f4d fix(theme): drift-guard test, interactive stylebox states, ThemeKeys font consts, richer showcase (whole-branch review)
- build_game_theme.gd: extract build_theme() as a static func returning the
  fully-built Theme; _init() is now a thin save+quit wrapper. Enables a test
  to build a fresh Theme in memory without running the SceneTree main loop.
- test_theme_resource.gd: add test_committed_tres_matches_builder() — builds
  a fresh Theme via the preloaded builder and compares bg_color against the
  committed game_theme.tres for PrimaryCTA/normal, ParchmentCard/panel, and
  DarkPanel/panel. Catches "palette/builder changed, .tres not regenerated."
- build_game_theme.gd: give Tab, TabActive, and Chip explicit hover/pressed/
  focus styleboxes (focus is StyleBoxEmpty to suppress the default ring) so
  they no longer fall back to Godot's default gray button on interaction.
  Add a disabled stylebox + font_disabled_color to PrimaryCTA for the
  unaffordable-CTA state the 2a shell will need.
- theme_keys.gd: add HEADING/ACCENT/MONO font-role consts (kept out of ALL,
  which is stylebox-variation-only); build_game_theme.gd and
  theme_showcase.gd now reference them instead of raw StringName literals.
- theme_showcase.gd: add an italic DM-voice RichTextLabel (EB Garamond
  italic face, spec §6) and two semantic-coloured chips (BLOOD for
  aggressive actions, GOLD for pay/faith) alongside the existing neutral
  chip, demonstrating the script-applied colouring from spec §5.3.
- dark_bay.gdshader: comment noting the stripe uses FRAGCOORD (screen-space)
  while the vignette uses UV (node-local) — intended for full-bleed use.
- surfaces/*.gd: ## comments documenting the accepted deviation from spec
  §5.4 (uniforms set at runtime from Palette rather than baked into the
  .tscn) — no behavior change.
- Regenerated game_theme.tres via build_game_theme.gd.

Full suite: 125/125 (was 124, +1 drift-guard test).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GFDm1ku9WDUacK2S78m2be
2026-07-10 20:59:05 -05:00

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shader_type canvas_item;
uniform vec4 stripe_a : source_color;
uniform vec4 stripe_b : source_color;
uniform float band_px = 16.0; // 16px bands per README
uniform float vignette = 0.55; // edge darkening strength
void fragment() {
// Coordinate spaces differ on purpose: the stripe uses FRAGCOORD (screen-space,
// not node-local), while the vignette below uses UV (node-local, 0..1 across
// this node's rect). An offset DarkBay instance therefore keeps its stripes
// anchored to the screen rather than restarting at the node's own origin —
// intended for full-bleed use.
// 135deg diagonal stripe: sum of pixel coords, banded.
vec2 px = FRAGCOORD.xy;
float diag = px.x + px.y;
float band = mod(floor(diag / band_px), 2.0);
vec4 base = mix(stripe_a, stripe_b, band);
// radial vignette centred slightly high (README: 50% 38%).
float d = distance(UV, vec2(0.5, 0.38));
base.rgb *= 1.0 - clamp(d * vignette, 0.0, 1.0);
COLOR = base;
}