// Province shape texture uniform sampler2DArray province_shape_tex : repeat_enable, filter_nearest; // Province shape subdivisions uniform vec2 province_shape_subdivisions; uvec3 vec3_to_uvec3(vec3 v) { return uvec3(v * 255.0); } uvec3 read_uvec3(vec2 uv) { uv *= province_shape_subdivisions; vec2 subdivision_coords = mod(floor(uv), province_shape_subdivisions); float idx = subdivision_coords.x + subdivision_coords.y * province_shape_subdivisions.x; return vec3_to_uvec3(texture(province_shape_tex, vec3(uv, idx)).rgb); } uint uvec2_to_uint(uvec2 v) { return (v.y << 8u) | v.x; }