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Diffstat (limited to 'game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc')
-rw-r--r-- | game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc index 65f73d8..1adcd95 100644 --- a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc +++ b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc @@ -4,15 +4,21 @@ uniform sampler2DArray province_shape_tex : repeat_enable, filter_nearest; // Province shape subdivisions uniform vec2 province_shape_subdivisions; +// Convert a vector of 3 normalised floats to a vector of 3 unsigned bytes uvec3 vec3_to_uvec3(vec3 v) { return uvec3(v * 255.0); } + +// Create a uint triplet describing the province and terrain data at a map-space UV coordinate: +// (u, v) -> (province index bottom byte, province index top byte, terrain index byte) 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); } + +// Combine a (lower byte, upper byte) uint pair into a single 2-byte uint uint uvec2_to_uint(uvec2 v) { return (v.y << 8u) | v.x; } |