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shader_type canvas_item;
#include "ProvinceIndexSampler.gdshaderinc"
// Index of the currently selected province
uniform uint selected_index;
const vec3 land_colour = vec3(0.5);
const vec3 selected_colour = vec3(1.0, 1.0, 0.0);
void fragment() {
uvec3 data = read_uvec3(UV);
uint index = uvec2_to_uint(data.rg);
float is_land = float(data.b != 0u);
float is_selected = float(index == selected_index);
COLOR.rgb = mix(COLOR.rgb, land_colour, is_land);
COLOR.rgb = mix(COLOR.rgb, selected_colour, is_selected);
}
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