shader_type spatial; render_mode unshaded; // Cosmetic farmlands terrain texture uniform sampler2D farmlands_tex: source_color, repeat_enable, filter_linear; // Province index texture uniform sampler2D province_index_tex : source_color, repeat_enable, filter_nearest; // 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; // The number of times the terrain textures should tile vertically uniform float terrain_tile_factor; uvec2 vec2_to_uvec2(vec2 v) { return uvec2(v * 255.0); } uint uvec2_to_uint(uvec2 v) { return (v.y << 8u) | v.x; } uvec2 read_uvec2(sampler2D tex, vec2 uv) { return vec2_to_uvec2(texture(tex, uv).rg); } uint read_uint16(sampler2D tex, vec2 uv) { return uvec2_to_uint(read_uvec2(tex, uv)); } const vec3 water_colour = vec3(0, 0, 1); vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv) { uvec2 index_split = read_uvec2(province_index_tex, fma(corner, half_pixel_size, uv)); uint index = uvec2_to_uint(index_split); vec4 province_data = texelFetch(province_colour_tex, ivec2(index_split), 0); vec3 province_colour = province_data.rgb; float is_land = province_data.a; vec3 farmlands_colour = texture(farmlands_tex, terrain_uv).rgb; vec3 terrain_colour = mix(water_colour, farmlands_colour, is_land); float mix_val = 0.4 + float(index == hover_index) * 0.2 + float(index == selected_index) * 0.2; vec3 mixed_colour = mix(terrain_colour, province_colour, mix_val); return mixed_colour; } vec3 mix_terrain_colour(vec2 uv) { vec2 map_size = vec2(textureSize(province_index_tex, 0)); vec2 pixel_offset = mod(fma(uv, map_size, vec2(0.5)), 1.0); vec2 half_pixel_size = 0.49 / map_size; vec2 terrain_uv = uv; terrain_uv.x *= map_size.x / map_size.y; terrain_uv *= terrain_tile_factor; return mix( mix(get_terrain_colour(uv, vec2(-1, -1), half_pixel_size, terrain_uv), get_terrain_colour(uv, vec2(+1, -1), half_pixel_size, terrain_uv), pixel_offset.x), mix(get_terrain_colour(uv, vec2(-1, +1), half_pixel_size, terrain_uv), get_terrain_colour(uv, vec2(+1, +1), half_pixel_size, terrain_uv), pixel_offset.x), pixel_offset.y); } void fragment() { vec3 terrain_colour = mix_terrain_colour(UV); ALBEDO = terrain_colour; }