aboutsummaryrefslogtreecommitdiff
path: root/game/src/GameSession/TerrainMap.gdshader
diff options
context:
space:
mode:
Diffstat (limited to 'game/src/GameSession/TerrainMap.gdshader')
-rw-r--r--game/src/GameSession/TerrainMap.gdshader7
1 files changed, 5 insertions, 2 deletions
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader
index cab757b..7d160f0 100644
--- a/game/src/GameSession/TerrainMap.gdshader
+++ b/game/src/GameSession/TerrainMap.gdshader
@@ -15,13 +15,16 @@ 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 = province_colour.a + float(index == hover_index) * 0.2 + float(index == selected_index) * 0.2;
- return mix(terrain_colour, province_colour.rgb, mix_val);
+ 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) {