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shader_type spatial;
render_mode unshaded;
#include "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 farmlands terrain texture
uniform sampler2D farmlands_tex: source_color, repeat_enable, filter_linear;
// The number of times the terrain textures should tile vertically
uniform float terrain_tile_factor;
const vec3 water_colour = vec3(0, 0, 1);
vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv) {
uvec3 province_data = read_uvec3(fma(corner, half_pixel_size, uv));
uint index = uvec2_to_uint(province_data.rg);
float is_land = float(province_data.b != 0u);
vec3 province_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0).rgb;
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_shape_tex, 0).xy);
vec2 pixel_offset = fract(fma(uv, map_size, vec2(0.5)));
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;
}
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