diff options
Diffstat (limited to 'game/src/Game/GameSession/TerrainMap.gdshader')
-rw-r--r-- | game/src/Game/GameSession/TerrainMap.gdshader | 87 |
1 files changed, 71 insertions, 16 deletions
diff --git a/game/src/Game/GameSession/TerrainMap.gdshader b/game/src/Game/GameSession/TerrainMap.gdshader index 852ccc3..35a108b 100644 --- a/game/src/Game/GameSession/TerrainMap.gdshader +++ b/game/src/Game/GameSession/TerrainMap.gdshader @@ -14,34 +14,89 @@ uniform uint selected_index; 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; +// Map stripe mask texture +uniform sampler2D stripe_tex: source_color, repeat_enable, filter_linear; +// The number of times the stripe texture should tile vertically +uniform float stripe_tile_factor; +// Land map tint +uniform sampler2D colormap_land_tex: source_color, repeat_enable, filter_linear; +// Water map tint +uniform sampler2D colormap_water_tex: source_color, repeat_enable, filter_linear; const vec3 highlight_colour = vec3(1.0); -vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv) { +vec3 get_terrain_colour( + vec2 uv, vec2 corner, vec2 half_pixel_size, // Components for calculating province sampling UV + float stripe_mask, // Stripe mask value - between 0 (base) and 1 (stripe) + vec2 terrain_uv, // UV coordinates scaled for terrain texture tiling + vec3 land_tint_colour, vec3 water_tint_colour // Colours for tinting terrain +) { + 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); + uint province_index = uvec2_to_uint(province_data.rg); + uint terrain_index = province_data.b; + + province_data.r *= 2u; // Double "x coordinate" as colours come in (base, stripe) pairs + vec4 province_base_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0); + province_data.r += 1u; // Add 1 to "x coordinate" to move from base to strip colour + vec4 province_stripe_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0); + vec4 province_colour = mix(province_base_colour, province_stripe_colour, stripe_mask); + + vec3 terrain_colour = texture(terrain_tex, vec3(terrain_uv, float(terrain_index))).rgb; + vec3 tint_colour = mix(land_tint_colour, water_tint_colour, float(terrain_index == 0u)); + vec3 tinted_terrain_colour = mix(terrain_colour, tint_colour, 0.3); + vec3 mixed_colour = mix(tinted_terrain_colour, province_colour.rgb, province_colour.a); + + float highlight_mix_val = 0.1 * (float(province_index == hover_index) + float(province_index == selected_index)); + return mix(mixed_colour, highlight_colour, highlight_mix_val); +} + +// Rescale UV coordinates to remove squashing caused by normalisation +vec2 denormalise(vec2 uv, vec2 dims) { + return vec2(uv.x * dims.x / dims.y, uv.y); } 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 uv_centred = fma(uv, map_size, vec2(0.5)); + vec2 pixel_offset = fract(uv_centred); 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; + // UV coords adjusted to remove squashing caused by normalisation relative to map dimensions + vec2 unscaled_uv = denormalise(uv, map_size); + + vec2 stripe_uv = unscaled_uv * stripe_tile_factor; + // Stripe mask value - between 0 (base) and 1 (stripe) + float stripe_mask = texture(stripe_tex, stripe_uv).b; + + vec2 terrain_uv = unscaled_uv * terrain_tile_factor; + vec2 colormap_uv = vec2(uv.x, 1.0 - uv.y); + vec3 colormap_land_colour = texture(colormap_land_tex, colormap_uv).rgb; + vec3 colormap_water_colour = texture(colormap_water_tex, colormap_uv).rgb; 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); + mix( + get_terrain_colour( + uv, vec2(-1, -1), half_pixel_size, stripe_mask, + terrain_uv, colormap_land_colour, colormap_water_colour + ), + get_terrain_colour( + uv, vec2(+1, -1), half_pixel_size, stripe_mask, + terrain_uv, colormap_land_colour, colormap_water_colour + ), pixel_offset.x + ), + mix( + get_terrain_colour( + uv, vec2(-1, +1), half_pixel_size, stripe_mask, + terrain_uv, colormap_land_colour, colormap_water_colour + ), + get_terrain_colour( + uv, vec2(+1, +1), half_pixel_size, stripe_mask, + terrain_uv, colormap_land_colour, colormap_water_colour + ), pixel_offset.x + ), + pixel_offset.y + ); } void fragment() { |