extends RefCounted const param_province_shape : StringName = &"province_shape_tex" const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions" const param_province_colour : StringName = &"province_colour_tex" const param_hover_index : StringName = &"hover_index" const param_selected_index : StringName = &"selected_index" const param_terrain_tile_factor : StringName = &"terrain_tile_factor" func set_up_shader(material : Material, add_colour_texture : bool) -> Error: # Shader Material if material == null: push_error("material is null!") return FAILED if not material is ShaderMaterial: push_error("Invalid map mesh material class: ", material.get_class()) return FAILED var shader_material : ShaderMaterial = material # Province shape texture var province_shape_texture := GameSingleton.get_province_shape_texture() if province_shape_texture == null: push_error("Failed to get province shape texture!") return FAILED shader_material.set_shader_parameter(param_province_shape, province_shape_texture) var subdivisions := GameSingleton.get_province_shape_image_subdivisions() if subdivisions.x < 1 or subdivisions.y < 1: push_error("Invalid province shape image subdivision: ", subdivisions.x, "x", subdivisions.y) return FAILED shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions)) if add_colour_texture: # Province colour texture var map_province_colour_texture := GameSingleton.get_province_colour_texture() if map_province_colour_texture == null: push_error("Failed to get province colour image!") return FAILED shader_material.set_shader_parameter(param_province_colour, map_province_colour_texture) return OK