feat: starvation balance rework and Ghibli wind-stroke visuals
- Reduce hunger rate to 0.125/tick (~25/day) for ~6-7 day death timeline - Slow energy drain: idle 0.125, travel 0.5, work 0.5, complete 0.0625/tick - Use exact binary fractions for all rates to preserve float precision in save/load - Starving/critically-hungry NPCs always override sleep to seek food first - Extend starvation death threshold from 20 to 600 ticks (~3 days of starvation) - Add calligraphy-style wind stroke particles (WindStrokes scene + shader) - Two wind stroke emitters in valley and ridge for Ghibli atmosphere - Rework terrain macro-variation colors for vibrant warm-green palette - Enhance environment: stronger glow/bloom, higher saturation, warmer sky/fog/ambient
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded;
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uniform float softness : hint_range(0.0, 1.0) = 0.45;
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uniform vec3 tint : source_color = vec3(0.95, 0.93, 0.88);
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void fragment() {
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float edge_dist = abs(UV.y - 0.5) * 2.0;
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float alpha = 1.0 - smoothstep(0.0, 1.0, edge_dist);
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alpha *= smoothstep(0.0, 0.2, UV.x) * smoothstep(0.0, 0.2, 1.0 - UV.x);
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alpha *= softness * 0.35;
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ALBEDO = tint;
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ALPHA = alpha;
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}
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