diff options
Diffstat (limited to 'game/src/GameSession/TerrainMap.gdshader')
-rw-r--r-- | game/src/GameSession/TerrainMap.gdshader | 66 |
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; +} |