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author | Hop311 <hop3114@gmail.com> | 2023-04-28 20:08:58 +0200 |
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committer | Hop311 <hop3114@gmail.com> | 2023-04-28 20:08:58 +0200 |
commit | 5022ec800b096e9a85d6ef07ca4b652abb8625ee (patch) | |
tree | 899b97479f6a1aabbfe352747bea162ce5720193 /game/src/GameSession/ProvinceIndexSampler.gdshaderinc | |
parent | 2455806f52f0133e5bd5e4997589c5ce4fe99b2c (diff) |
Terrain channel for provinces + generated minimap
Diffstat (limited to 'game/src/GameSession/ProvinceIndexSampler.gdshaderinc')
-rw-r--r-- | game/src/GameSession/ProvinceIndexSampler.gdshaderinc | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/game/src/GameSession/ProvinceIndexSampler.gdshaderinc b/game/src/GameSession/ProvinceIndexSampler.gdshaderinc new file mode 100644 index 0000000..65f73d8 --- /dev/null +++ b/game/src/GameSession/ProvinceIndexSampler.gdshaderinc @@ -0,0 +1,18 @@ + +// Province shape texture +uniform sampler2DArray province_shape_tex : repeat_enable, filter_nearest; +// Province shape subdivisions +uniform vec2 province_shape_subdivisions; + +uvec3 vec3_to_uvec3(vec3 v) { + return uvec3(v * 255.0); +} +uvec3 read_uvec3(vec2 uv) { + uv *= province_shape_subdivisions; + vec2 subdivision_coords = mod(floor(uv), province_shape_subdivisions); + float idx = subdivision_coords.x + subdivision_coords.y * province_shape_subdivisions.x; + return vec3_to_uvec3(texture(province_shape_tex, vec3(uv, idx)).rgb); +} +uint uvec2_to_uint(uvec2 v) { + return (v.y << 8u) | v.x; +} |