shader_type spatial; render_mode unshaded; #include "res://src/Game/GameSession/ProvinceIndexSampler.gdshaderinc" // The samplers below do not have the source_color hint because we do not want them // to be converted from sRGB to linear colour space, we do that manually at the end. // Province colour texture uniform sampler2D province_colour_tex: 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: 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: repeat_enable, filter_linear; // The number of times the stripe texture should tile vertically uniform float stripe_tile_factor; // Land map tint uniform sampler2D colormap_land_tex: repeat_enable, filter_linear; // Water map tint uniform sampler2D colormap_water_tex: repeat_enable, filter_linear; const vec3 highlight_colour = vec3(1.0); // Rec.709 luma coefficients const vec3 luma_weights = vec3(0.2126, 0.7152, 0.0722); struct args_t { vec2 uv, half_pixel_size; // Components for calculating province sampling UV float stripe_mask; // Stripe mask value - between 0 (base) and 1 (stripe) vec2 terrain_uv; // UV coordinates scaled for terrain texture tiling vec3 land_tint_colour, water_tint_colour; // Colours for tinting terrain }; // TODO - add parchment overlay, borders, coastlines, rivers, fog of war // (when borders are added we can move province colour calculations out of get_terrain_colour // and into get_map_colour, as we won't need to blend along the borders between provinces) // This calculates the terrain and base-stripe province colours, blends them together, and then returns // either the blended colour or just the terrain colour depending on whether the province colour's alpha // value was set. It also highlights the result if the province is currently selected and/or hovered over. vec3 get_terrain_colour(const args_t args, const vec2 corner) { // Find the province and terrain indices at the specified corner of a pixel centred on uv uvec3 province_data = read_uvec3(fma(corner, args.half_pixel_size, args.uv)); uint province_index = uvec2_to_uint(province_data.rg); uint terrain_index = province_data.b; // Get the tinted terrain colour at the current position vec3 terrain_colour = texture(terrain_tex, vec3(args.terrain_uv, float(terrain_index))).rgb; vec3 tint_colour = mix(args.land_tint_colour, args.water_tint_colour, float(terrain_index == 0u)); vec3 tinted_terrain_colour = mix(terrain_colour, tint_colour, 0.3); float terrain_luma = dot(tinted_terrain_colour, luma_weights); // Get base and stripe colours for province at the current position 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); // Blend the base and stripe colours according to the current position's stripe mask value vec4 province_colour = mix(province_base_colour, province_stripe_colour, args.stripe_mask); // Darken the province colour, use it to tint the monochrome terrain colour, and re-lighten the result province_colour.rgb = mix(vec3(terrain_luma), province_colour.rgb - 0.7, 0.3) * 1.5; // Show the terrain colour if the province colour has no alpha, otherwise show the province colour vec3 mixed_colour = mix(tinted_terrain_colour, province_colour.rgb, float(province_colour.a != 0.0)); float highlight_mix_val = 0.4 * (float(province_index == hover_index) + float(province_index == selected_index)) * float(province_index != 0u); return mix(mixed_colour, highlight_colour, highlight_mix_val); } // Rescale UV coordinates to remove squashing caused by normalisation vec2 denormalise(const vec2 uv, const vec2 dims) { return vec2(uv.x * dims.x / dims.y, uv.y); } // Calculate position-specific values and then calculate and blend map colours at the four corners // of a pixel centred at uv in order to have smooth transitions between terrain types. vec3 get_map_colour(vec2 uv) { args_t args; args.uv = uv; vec2 map_size = vec2(textureSize(province_shape_tex, 0).xy) * province_shape_subdivisions; vec2 uv_centred = fma(uv, map_size, vec2(0.5)); vec2 pixel_offset = fract(uv_centred); args.half_pixel_size = 0.49 / map_size; // UV coords adjusted to remove squashing caused by normalisation relative to map dimensions vec2 unscaled_uv = denormalise(uv, map_size); vec2 stripe_uv = unscaled_uv * stripe_tile_factor; // Stripe mask value - between 0 (base) and 1 (stripe) args.stripe_mask = texture(stripe_tex, stripe_uv).b; args.terrain_uv = 0.5 - unscaled_uv * terrain_tile_factor; vec2 colormap_uv = vec2(uv.x, 1.0 - uv.y); args.land_tint_colour = texture(colormap_land_tex, colormap_uv).rgb; args.water_tint_colour = texture(colormap_water_tex, colormap_uv).rgb; return mix( mix(get_terrain_colour(args, vec2(-1, -1)), get_terrain_colour(args, vec2(+1, -1)), pixel_offset.x), mix(get_terrain_colour(args, vec2(-1, +1)), get_terrain_colour(args, vec2(+1, +1)), pixel_offset.x), pixel_offset.y ); } // Convert from standard RGB to linear colour space (Godot requires the output to be linear) vec3 srgb_to_linear(vec3 srgb) { return mix( srgb * (1.0 / 12.92), pow((srgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), greaterThan(srgb, vec3(0.04045)) ); } void fragment() { ALBEDO = srgb_to_linear(get_map_colour(UV)); }