shader_type spatial; render_mode unshaded; #include "res://src/Game/GameSession/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; // Map stripe mask texture uniform sampler2D stripe_tex: source_color, repeat_enable, filter_nearest; // The number of times the stripe texture should tile vertically uniform float stripe_tile_factor; const vec3 highlight_colour = vec3(1.0); vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv, vec2 stripe_uv) { uvec3 province_data = read_uvec3(fma(corner, half_pixel_size, uv)); uint province_index = uvec2_to_uint(province_data.rg); uint terrain_index = province_data.b; province_data.r *= 2u; // Double "x coordinate" as colours come in (base, stripe) pairs vec4 province_base_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0); province_data.r += 1u; // Add 1 to "x coordinate" to move from base to strip colour vec4 province_stripe_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0); float stripe = texture(stripe_tex, stripe_uv).b; // Stripe mask value - 0 for base, 1 for stripe vec4 province_colour = mix(province_base_colour, province_stripe_colour, stripe); vec3 terrain_colour = texture(terrain_tex, vec3(terrain_uv, float(terrain_index))).rgb; vec3 mixed_colour = mix(terrain_colour, province_colour.rgb, province_colour.a); float mix_val = 0.1 * (float(province_index == hover_index) + float(province_index == selected_index)); return mix(mixed_colour, highlight_colour, mix_val); } vec3 mix_terrain_colour(vec2 uv) { 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; // UV coords adjusted to remove squashing caused by normalisation relative to map dimensions. vec2 unscaled_uv = vec2(uv.x * map_size.x / map_size.y, uv.y); vec2 terrain_uv = unscaled_uv * terrain_tile_factor; vec2 stripe_uv = unscaled_uv * stripe_tile_factor; return mix( mix(get_terrain_colour(uv, vec2(-1, -1), half_pixel_size, terrain_uv, stripe_uv), get_terrain_colour(uv, vec2(+1, -1), half_pixel_size, terrain_uv, stripe_uv), pixel_offset.x), mix(get_terrain_colour(uv, vec2(-1, +1), half_pixel_size, terrain_uv, stripe_uv), get_terrain_colour(uv, vec2(+1, +1), half_pixel_size, terrain_uv, stripe_uv), pixel_offset.x), pixel_offset.y); } void fragment() { vec3 terrain_colour = mix_terrain_colour(UV); ALBEDO = terrain_colour; }