diff options
Diffstat (limited to 'game/src/Game/GameSession/TerrainMap.gdshader')
-rw-r--r-- | game/src/Game/GameSession/TerrainMap.gdshader | 39 |
1 files changed, 27 insertions, 12 deletions
diff --git a/game/src/Game/GameSession/TerrainMap.gdshader b/game/src/Game/GameSession/TerrainMap.gdshader index 852ccc3..ff8708a 100644 --- a/game/src/Game/GameSession/TerrainMap.gdshader +++ b/game/src/Game/GameSession/TerrainMap.gdshader @@ -14,16 +14,29 @@ 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_nearest; +// The number of times the stripe texture should tile vertically +uniform float stripe_tile_factor; 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, vec2 terrain_uv, vec2 stripe_uv) { 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; + 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); + float stripe = texture(stripe_tex, stripe_uv).b; // Stripe mask value - 0 for base, 1 for stripe + vec4 province_colour = mix(province_base_colour, province_stripe_colour, stripe); + + vec3 terrain_colour = texture(terrain_tex, vec3(terrain_uv, float(terrain_index))).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)); + + float mix_val = 0.1 * (float(province_index == hover_index) + float(province_index == selected_index)); return mix(mixed_colour, highlight_colour, mix_val); } @@ -32,15 +45,17 @@ vec3 mix_terrain_colour(vec2 uv) { vec2 pixel_offset = fract(fma(uv, map_size, vec2(0.5))); 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 = vec2(uv.x * map_size.x / map_size.y, uv.y); + + vec2 terrain_uv = unscaled_uv * terrain_tile_factor; + vec2 stripe_uv = unscaled_uv * stripe_tile_factor; 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), + mix(get_terrain_colour(uv, vec2(-1, -1), half_pixel_size, terrain_uv, stripe_uv), + get_terrain_colour(uv, vec2(+1, -1), half_pixel_size, terrain_uv, stripe_uv), pixel_offset.x), + mix(get_terrain_colour(uv, vec2(-1, +1), half_pixel_size, terrain_uv, stripe_uv), + get_terrain_colour(uv, vec2(+1, +1), half_pixel_size, terrain_uv, stripe_uv), pixel_offset.x), pixel_offset.y); } |