diff options
Diffstat (limited to 'game/src/GameSession/TerrainMap.gdshader')
-rw-r--r-- | game/src/GameSession/TerrainMap.gdshader | 41 |
1 files changed, 11 insertions, 30 deletions
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader index 305a34b..cab757b 100644 --- a/game/src/GameSession/TerrainMap.gdshader +++ b/game/src/GameSession/TerrainMap.gdshader @@ -2,49 +2,30 @@ 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; +#include "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; -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; + 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; + 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); } vec3 mix_terrain_colour(vec2 uv) { - vec2 map_size = vec2(textureSize(province_index_tex, 0).xy); + 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; |