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author Hop311 <hop3114@gmail.com>2023-04-05 19:38:40 +0200
committer Hop311 <hop3114@gmail.com>2023-04-05 19:38:40 +0200
commit2d47ff8c02a4ee88270634289381140f8ac1617e (patch)
tree920dc801e7bf5f83b9cca110a437a2e64524f1d7 /game/src/GameSession/TerrainMap.gdshader
parent29b334995b084e5d6944c45b7950c88f370941cc (diff)
Custom map mesh that fixes UV issue
Diffstat (limited to 'game/src/GameSession/TerrainMap.gdshader')
-rw-r--r--game/src/GameSession/TerrainMap.gdshader16
1 files changed, 4 insertions, 12 deletions
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader
index f78779d..61b7032 100644
--- a/game/src/GameSession/TerrainMap.gdshader
+++ b/game/src/GameSession/TerrainMap.gdshader
@@ -11,21 +11,13 @@ uniform vec2 hover_pos;
// Position in UV coords of a pixel belonging to the currently selected province
uniform vec2 selected_pos;
-// Transform map mesh UV coordinates to account for the extra
-// half map on either side. This takes the x-coord from [0 -> 1]
-// to [-0.5 -> 1.5], while leaving the y-coord unchanged.
-vec2 fix_uv(vec2 uv) {
- return vec2(uv.x * 2.0 - 0.5, uv.y);
-}
-
const vec3 NULL_COLOUR = vec3(0.0);
void fragment() {
- vec2 fixed_uv = fix_uv(UV);
- vec3 terrain_colour = texture(terrain_tex, fixed_uv).rgb;
- vec3 prov_colour = texture(province_tex, fixed_uv).rgb;
- vec3 hover_colour = texture(province_tex, fix_uv(hover_pos)).rgb;
- vec3 selected_colour = texture(province_tex, fix_uv(selected_pos)).rgb;
+ vec3 terrain_colour = texture(terrain_tex, UV).rgb;
+ vec3 prov_colour = texture(province_tex, UV).rgb;
+ vec3 hover_colour = texture(province_tex, hover_pos).rgb;
+ vec3 selected_colour = texture(province_tex, selected_pos).rgb;
// Boost prov_colour's contribution if it matches hover_colour or selected_colour
float mix_val = float(prov_colour == hover_colour) * 0.3 + float(prov_colour == selected_colour) * 0.5;
// Set to 0 if the province has NULL colour