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path: root/game/src/GameSession/TerrainMap.gdshader
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-rw-r--r--game/src/GameSession/TerrainMap.gdshader14
1 files changed, 13 insertions, 1 deletions
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader
index 7aca0f9..05031a8 100644
--- a/game/src/GameSession/TerrainMap.gdshader
+++ b/game/src/GameSession/TerrainMap.gdshader
@@ -13,6 +13,13 @@ uniform uint hover_index;
// Index of the currently selected province
uniform uint selected_index;
+uniform sampler2D basemap;
+uniform sampler2D heightmap;
+uniform float height_ratio: hint_range(0.0, 1.0, 0.002) = .005;
+uniform float base_ratio: hint_range(0.0, 1.0, 0.002) = .001;
+
+
+
uvec2 vec2_to_uvec2(vec2 v) {
return uvec2(v * 255.0);
}
@@ -40,6 +47,11 @@ void fragment() {
vec3 terrain_colour = texture(terrain_tex, UV).rgb;
vec3 province_colour = texelFetch(province_colour_tex, ivec2(prov_idx_split), 0).rgb;
-
+ ANISOTROPY = 1.0;
ALBEDO = mix(terrain_colour, province_colour, mix_val);
}
+
+void vertex() {
+ VERTEX.y += texture(basemap, UV).r * base_ratio;
+ VERTEX.y += texture(heightmap, UV).r * height_ratio;
+}