diff options
author | Hop311 <hop3114@gmail.com> | 2023-04-29 21:00:44 +0200 |
---|---|---|
committer | Hop311 <hop3114@gmail.com> | 2023-04-29 21:00:44 +0200 |
commit | 7e2700514652212e50a006ad525e7c7ca8e7840c (patch) | |
tree | 681431640bca4f25f5e383cc7960e5ff228b47cc /game/src/GameSession/TerrainMap.gdshader | |
parent | 1f8545facd248bbf4ea0cd551fea5f7d9b0efdce (diff) |
Terrain textures + province colour alpha channel
Diffstat (limited to 'game/src/GameSession/TerrainMap.gdshader')
-rw-r--r-- | game/src/GameSession/TerrainMap.gdshader | 19 |
1 files changed, 7 insertions, 12 deletions
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader index 05928f3..cab757b 100644 --- a/game/src/GameSession/TerrainMap.gdshader +++ b/game/src/GameSession/TerrainMap.gdshader @@ -10,27 +10,22 @@ uniform sampler2D province_colour_tex: source_color, repeat_enable, filter_neare uniform uint hover_index; // Index of the currently selected province uniform uint selected_index; -// Cosmetic farmlands terrain texture -uniform sampler2D farmlands_tex: source_color, repeat_enable, filter_linear; +// Cosmetic terrain textures +uniform sampler2DArray terrain_tex: source_color, repeat_enable, filter_linear; // The number of times the terrain textures should tile vertically uniform float terrain_tile_factor; -const vec3 water_colour = vec3(0, 0, 1); - vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv) { uvec3 province_data = read_uvec3(fma(corner, half_pixel_size, uv)); + vec4 province_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0); + vec3 terrain_colour = texture(terrain_tex, vec3(terrain_uv, float(province_data.b))).rgb; uint index = uvec2_to_uint(province_data.rg); - float is_land = float(province_data.b != 0u); - vec3 province_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0).rgb; - vec3 farmlands_colour = texture(farmlands_tex, terrain_uv).rgb; - vec3 terrain_colour = mix(water_colour, farmlands_colour, is_land); - float mix_val = 0.4 + float(index == hover_index) * 0.2 + float(index == selected_index) * 0.2; - vec3 mixed_colour = mix(terrain_colour, province_colour, mix_val); - return mixed_colour; + float mix_val = province_colour.a + float(index == hover_index) * 0.2 + float(index == selected_index) * 0.2; + return mix(terrain_colour, province_colour.rgb, mix_val); } vec3 mix_terrain_colour(vec2 uv) { - vec2 map_size = vec2(textureSize(province_shape_tex, 0).xy); + vec2 map_size = vec2(textureSize(province_shape_tex, 0).xy) * province_shape_subdivisions; vec2 pixel_offset = fract(fma(uv, map_size, vec2(0.5))); vec2 half_pixel_size = 0.49 / map_size; |