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_linear; // The number of times the stripe texture should tile vertically uniform float stripe_tile_factor; // Land map tint uniform sampler2D colormap_land_tex: source_color, repeat_enable, filter_linear; // Water map tint uniform sampler2D colormap_water_tex: source_color, repeat_enable, filter_linear; const vec3 highlight_colour = vec3(1.0); vec3 get_terrain_colour( vec2 uv, vec2 corner, vec2 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, vec3 water_tint_colour // Colours for tinting terrain ) { 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); vec4 province_colour = mix(province_base_colour, province_stripe_colour, stripe_mask); vec3 terrain_colour = texture(terrain_tex, vec3(terrain_uv, float(terrain_index))).rgb; vec3 tint_colour = mix(land_tint_colour, water_tint_colour, float(terrain_index == 0u)); vec3 tinted_terrain_colour = mix(terrain_colour, tint_colour, 0.3); vec3 mixed_colour = mix(tinted_terrain_colour, province_colour.rgb, province_colour.a); float highlight_mix_val = 0.1 * (float(province_index == hover_index) + float(province_index == selected_index)); return mix(mixed_colour, highlight_colour, highlight_mix_val); } // Rescale UV coordinates to remove squashing caused by normalisation vec2 denormalise(vec2 uv, vec2 dims) { return vec2(uv.x * dims.x / dims.y, uv.y); } vec3 mix_terrain_colour(vec2 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); vec2 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) float stripe_mask = texture(stripe_tex, stripe_uv).b; vec2 terrain_uv = unscaled_uv * terrain_tile_factor; vec2 colormap_uv = vec2(uv.x, 1.0 - uv.y); vec3 colormap_land_colour = texture(colormap_land_tex, colormap_uv).rgb; vec3 colormap_water_colour = texture(colormap_water_tex, colormap_uv).rgb; return mix( mix( get_terrain_colour( uv, vec2(-1, -1), half_pixel_size, stripe_mask, terrain_uv, colormap_land_colour, colormap_water_colour ), get_terrain_colour( uv, vec2(+1, -1), half_pixel_size, stripe_mask, terrain_uv, colormap_land_colour, colormap_water_colour ), pixel_offset.x ), mix( get_terrain_colour( uv, vec2(-1, +1), half_pixel_size, stripe_mask, terrain_uv, colormap_land_colour, colormap_water_colour ), get_terrain_colour( uv, vec2(+1, +1), half_pixel_size, stripe_mask, terrain_uv, colormap_land_colour, colormap_water_colour ), pixel_offset.x ), pixel_offset.y ); } void fragment() { vec3 terrain_colour = mix_terrain_colour(UV); ALBEDO = terrain_colour; }