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author | George L. Albany <Megacake1234@gmail.com> | 2023-04-14 18:31:58 +0200 |
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committer | GitHub <noreply@github.com> | 2023-04-14 18:31:58 +0200 |
commit | 436b038c1806e326ff6458f1692e9009d3a54346 (patch) | |
tree | b5a33a733398b511eb0aa7781860c8accbadd2a0 /game/src/GameSession/TerrainMap.gdshader | |
parent | 1f04a7827ae377372cb491ff0257a47d0d4c2967 (diff) | |
parent | 7241811bd8c9493b7b6c6480e8d63a5fb7f38e4e (diff) |
Merge pull request #84 from OpenVic2Project/terrain-map
Diffstat (limited to 'game/src/GameSession/TerrainMap.gdshader')
-rw-r--r-- | game/src/GameSession/TerrainMap.gdshader | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader new file mode 100644 index 0000000..7aca0f9 --- /dev/null +++ b/game/src/GameSession/TerrainMap.gdshader @@ -0,0 +1,45 @@ +shader_type spatial; + +render_mode unshaded; + +// Cosmetic terrain texture +uniform sampler2D terrain_tex: source_color, repeat_enable, filter_linear; +// Province index texture +uniform sampler2D province_index_tex : repeat_enable, filter_nearest; +// 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; + +uvec2 vec2_to_uvec2(vec2 v) { + return uvec2(v * 255.0); +} + +uint uvec2_to_uint(uvec2 v) { + return (v.y << 8u) | v.x; +} + +uvec2 read_uvec2(sampler2D tex, vec2 uv) { + return vec2_to_uvec2(texture(tex, uv).rg); +} + +uint read_uint16(sampler2D tex, vec2 uv) { + return uvec2_to_uint(read_uvec2(tex, uv)); +} + +void fragment() { + uvec2 prov_idx_split = read_uvec2(province_index_tex, UV); + uint prov_index = uvec2_to_uint(prov_idx_split); + + // Boost prov_colour's contribution if it matches hover_colour or selected_colour + float mix_val = 0.3 + float(prov_index == hover_index) * 0.3 + float(prov_index == selected_index) * 0.3; + // Don't mix if the province index is 0 + mix_val *= float(prov_index != 0u); + + vec3 terrain_colour = texture(terrain_tex, UV).rgb; + vec3 province_colour = texelFetch(province_colour_tex, ivec2(prov_idx_split), 0).rgb; + + ALBEDO = mix(terrain_colour, province_colour, mix_val); +} |