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author Hop311 <Hop3114@gmail.com>2024-05-12 17:17:32 +0200
committer GitHub <noreply@github.com>2024-05-12 17:17:32 +0200
commitbfccdb87d66304604ad018037db1581746646bfa (patch)
treeac4394e8ceaca22fa0deaeebd8cf5eafedecaa3e /game/src/Game/Model/flag.gdshader
parentb0a533f945bbc6201fd7df4bc60746cb98efaba4 (diff)
parentac29e4040fc20c50c8f0eb64b1194f6398165eb0 (diff)
Merge pull request #227 from OpenVicProject/models
Models
Diffstat (limited to 'game/src/Game/Model/flag.gdshader')
-rw-r--r--game/src/Game/Model/flag.gdshader26
1 files changed, 26 insertions, 0 deletions
diff --git a/game/src/Game/Model/flag.gdshader b/game/src/Game/Model/flag.gdshader
new file mode 100644
index 0000000..d338e36
--- /dev/null
+++ b/game/src/Game/Model/flag.gdshader
@@ -0,0 +1,26 @@
+shader_type spatial;
+
+render_mode cull_disabled;
+
+// Both vanilla flags use the same normal texture
+uniform uvec2 flag_dims;
+uniform sampler2D texture_flag_sheet_diffuse : source_color;
+uniform sampler2D texture_normal : hint_normal;
+
+instance uniform uint flag_index;
+
+uniform vec2 scroll_speed = vec2(-0.25,0);
+
+// Scroll the Normal map, but leave the albedo alone
+void fragment() {
+ uvec2 flag_sheet_dims = uvec2(textureSize(texture_flag_sheet_diffuse, 0));
+ uint scaled_index = flag_index * flag_dims.x;
+
+ uvec2 flag_pos = uvec2(scaled_index % flag_sheet_dims.x, scaled_index / flag_sheet_dims.x * flag_dims.y);
+
+ vec2 flag_uv = (vec2(flag_pos) + UV * vec2(flag_dims)) / vec2(flag_sheet_dims);
+
+ ALBEDO = texture(texture_flag_sheet_diffuse, flag_uv).rgb;
+ //ALBEDO = vec3(1, 0, 0);
+ NORMAL_MAP = texture(texture_normal, UV + TIME*scroll_speed).rgb;
+}