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-rw-r--r--game/src/GameSession/TerrainMap.gdshader23
1 files changed, 10 insertions, 13 deletions
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader
index 9ce1a24..305a34b 100644
--- a/game/src/GameSession/TerrainMap.gdshader
+++ b/game/src/GameSession/TerrainMap.gdshader
@@ -5,7 +5,7 @@ render_mode unshaded;
// Cosmetic farmlands terrain texture
uniform sampler2D farmlands_tex: source_color, repeat_enable, filter_linear;
// Province index texture
-uniform sampler2D province_index_tex : source_color, repeat_enable, filter_nearest;
+uniform sampler2DArray province_index_tex : source_color, repeat_enable, filter_nearest;
// Province colour texture
uniform sampler2D province_colour_tex: source_color, repeat_enable, filter_nearest;
// Index of the mouse over the map mesh
@@ -18,23 +18,20 @@ uniform float terrain_tile_factor;
uvec2 vec2_to_uvec2(vec2 v) {
return uvec2(v * 255.0);
}
-
+uvec2 read_uvec2(vec2 uv) {
+ float width_divisions = float(textureSize(province_index_tex, 0).z);
+ uv.x *= width_divisions;
+ float idx = mod(floor(uv.x), width_divisions);
+ return vec2_to_uvec2(texture(province_index_tex, vec3(uv, idx)).rg);
+}
uint uvec2_to_uint(uvec2 v) {
return (v.y << 8u) | v.x;
}
-uvec2 read_uvec2(sampler2D tex, vec2 uv) {
- return vec2_to_uvec2(texture(tex, uv).rg);
-}
-
-uint read_uint16(sampler2D tex, vec2 uv) {
- return uvec2_to_uint(read_uvec2(tex, uv));
-}
-
const vec3 water_colour = vec3(0, 0, 1);
vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv) {
- uvec2 index_split = read_uvec2(province_index_tex, fma(corner, half_pixel_size, uv));
+ uvec2 index_split = read_uvec2(fma(corner, half_pixel_size, uv));
uint index = uvec2_to_uint(index_split);
vec4 province_data = texelFetch(province_colour_tex, ivec2(index_split), 0);
vec3 province_colour = province_data.rgb;
@@ -47,8 +44,8 @@ vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain
}
vec3 mix_terrain_colour(vec2 uv) {
- vec2 map_size = vec2(textureSize(province_index_tex, 0));
- vec2 pixel_offset = mod(fma(uv, map_size, vec2(0.5)), 1.0);
+ vec2 map_size = vec2(textureSize(province_index_tex, 0).xy);
+ vec2 pixel_offset = fract(fma(uv, map_size, vec2(0.5)));
vec2 half_pixel_size = 0.49 / map_size;
vec2 terrain_uv = uv;