diff options
Diffstat (limited to 'game/src/Game/GameSession/TerrainMap.gdshader')
-rw-r--r-- | game/src/Game/GameSession/TerrainMap.gdshader | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/game/src/Game/GameSession/TerrainMap.gdshader b/game/src/Game/GameSession/TerrainMap.gdshader new file mode 100644 index 0000000..88e7019 --- /dev/null +++ b/game/src/Game/GameSession/TerrainMap.gdshader @@ -0,0 +1,50 @@ +shader_type spatial; + +render_mode unshaded; + +#include "res://src/GameSession/ProvinceIndexSampler.gdshaderinc" + +// Province colour texture +uniform sampler2D province_colour_tex: source_color, repeat_enable, filter_nearest; +// Index of the mouse over the map mesh +uniform uint hover_index; +// Index of the currently selected province +uniform uint selected_index; +// Cosmetic terrain textures +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; + +const vec3 highlight_colour = vec3(1.0); + +vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_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; + 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); +} + +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 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; + + 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); +} + +void fragment() { + vec3 terrain_colour = mix_terrain_colour(UV); + ALBEDO = terrain_colour; +} |