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path: root/game/src/Game/GameSession/TerrainMap.gdshader
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-rw-r--r--game/src/Game/GameSession/TerrainMap.gdshader87
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() {