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-rw-r--r--game/src/GameSession/TerrainMap.gdshader66
1 files changed, 66 insertions, 0 deletions
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader
new file mode 100644
index 0000000..305a34b
--- /dev/null
+++ b/game/src/GameSession/TerrainMap.gdshader
@@ -0,0 +1,66 @@
+shader_type spatial;
+
+render_mode unshaded;
+
+// Cosmetic farmlands terrain texture
+uniform sampler2D farmlands_tex: source_color, repeat_enable, filter_linear;
+// Province index texture
+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
+uniform uint hover_index;
+// Index of the currently selected province
+uniform uint selected_index;
+// The number of times the terrain textures should tile vertically
+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;
+}
+
+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(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;
+ float is_land = province_data.a;
+ vec3 farmlands_colour = texture(farmlands_tex, terrain_uv).rgb;
+ vec3 terrain_colour = mix(water_colour, farmlands_colour, is_land);
+ float mix_val = 0.4 + float(index == hover_index) * 0.2 + float(index == selected_index) * 0.2;
+ vec3 mixed_colour = mix(terrain_colour, province_colour, mix_val);
+ return mixed_colour;
+}
+
+vec3 mix_terrain_colour(vec2 uv) {
+ 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;
+ 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;
+}