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.gdshader32
1 files changed, 9 insertions, 23 deletions
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader
index 305a34b..05928f3 100644
--- a/game/src/GameSession/TerrainMap.gdshader
+++ b/game/src/GameSession/TerrainMap.gdshader
@@ -2,40 +2,26 @@ 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 farmlands terrain texture
+uniform sampler2D farmlands_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;
+ uvec3 province_data = read_uvec3(fma(corner, half_pixel_size, uv));
+ uint index = uvec2_to_uint(province_data.rg);
+ float is_land = float(province_data.b != 0u);
+ vec3 province_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0).rgb;
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;
@@ -44,7 +30,7 @@ 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).xy);
+ vec2 map_size = vec2(textureSize(province_shape_tex, 0).xy);
vec2 pixel_offset = fract(fma(uv, map_size, vec2(0.5)));
vec2 half_pixel_size = 0.49 / map_size;