diff options
author | Spartan322 <Megacake1234@gmail.com> | 2023-06-03 20:37:10 +0200 |
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committer | Spartan322 <Megacake1234@gmail.com> | 2023-06-03 20:37:10 +0200 |
commit | cef940108fe15752c3ef66f43f5169403fa2f71d (patch) | |
tree | fe4de5a05830e3bddeae78f74f729503b7cee1e9 /game/src/GameSession/TerrainMap.gdshader | |
parent | 73e29d02e48739aba5ca5db1b9575c67e795400f (diff) |
Reorganize the file structure of the files in `game/src`
Diffstat (limited to 'game/src/GameSession/TerrainMap.gdshader')
-rw-r--r-- | game/src/GameSession/TerrainMap.gdshader | 50 |
1 files changed, 0 insertions, 50 deletions
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader deleted file mode 100644 index 88e7019..0000000 --- a/game/src/GameSession/TerrainMap.gdshader +++ /dev/null @@ -1,50 +0,0 @@ -shader_type spatial; - -render_mode unshaded; - -#include "res://src/GameSession/ProvinceIndexSampler.gdshaderinc" - -// Province colour texture -uniform sampler2D province_colour_tex: source_color, repeat_enable, filter_nearest; -// Index of the mouse over the map mesh -uniform uint hover_index; -// Index of the currently selected province -uniform uint selected_index; -// 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 highlight_colour = vec3(1.0); - -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; - vec3 mixed_colour = mix(terrain_colour, province_colour.rgb, province_colour.a); - uint index = uvec2_to_uint(province_data.rg); - float mix_val = 0.1 * (float(index == hover_index) + float(index == selected_index)); - return mix(mixed_colour, highlight_colour, mix_val); -} - -vec3 mix_terrain_colour(vec2 uv) { - 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; - - vec2 terrain_uv = uv; - terrain_uv.x *= map_size.x / map_size.y; - terrain_uv *= terrain_tile_factor; - - return mix( - mix(get_terrain_colour(uv, vec2(-1, -1), half_pixel_size, terrain_uv), - get_terrain_colour(uv, vec2(+1, -1), half_pixel_size, terrain_uv), pixel_offset.x), - mix(get_terrain_colour(uv, vec2(-1, +1), half_pixel_size, terrain_uv), - get_terrain_colour(uv, vec2(+1, +1), half_pixel_size, terrain_uv), pixel_offset.x), - pixel_offset.y); -} - -void fragment() { - vec3 terrain_colour = mix_terrain_colour(UV); - ALBEDO = terrain_colour; -} |