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view-rock.glsl
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view-rock.glsl
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#version 300 es
precision mediump float;
precision highp int;
uniform highp usampler2D state;
uniform sampler2D materials;
uniform vec2 resolution;
uniform float t;
uniform vec2 offset;
uniform float zoom;
uniform ivec4 selection;
out vec4 outputColor;
const float tileSize = 12.0;
const vec2 tileMapSize = vec2(4096.0, 256.0);
const uint NOT_FOUND = 4294967295u;
uint random(inout uint seed, uint entropy, uint range) {
seed ^= entropy;
seed += (seed << 10u);
seed ^= (seed >> 6u);
seed += (seed << 3u);
seed ^= (seed >> 11u);
seed += (seed << 15u);
return seed % range;
}
// BEGIN COMMON
// There are 3 different tiles
const uint Rock = 0u;
const uint Sand = 1u;
const uint Water = 2u;
struct value {
uint material;
uint Tile;
};
const value ALL_NOT_FOUND = value(
NOT_FOUND
, NOT_FOUND
);
uint Tile_e(value v) {
uint n = 0u;
switch(v.material) {
case Rock:
break;
case Sand:
n += 1u;
break;
case Water:
n += 1u + 1u;
break;
}
return n;
}
value Tile_d(uint n) {
value v = ALL_NOT_FOUND;
if(n < 1u) {
v.material = Rock;
return v;
}
n -= 1u;
if(n < 1u) {
v.material = Sand;
return v;
}
n -= 1u;
if(n < 1u) {
v.material = Water;
return v;
}
n -= 1u;
return v;
}
// END COMMON
void materialOffset(value v, out uint front, out uint back, out uint cargo, out vec2 cargoOffset, out float cargoScale) {
front = NOT_FOUND;
back = NOT_FOUND;
cargo = NOT_FOUND;
switch(v.material) {
case Rock:
front = 65u;
break;
case Sand:
front = 2u;
break;
case Water:
front = 10u;
break;
default:
front = 255u;
break;
}
}
bool testEncodeDecode(ivec2 tile) {
uint n = uint(tile.x + tile.y * 10);
value v = Tile_d(n);
uint n2 = Tile_e(v);
return n == n2;
}
vec4 tileColor(vec2 xy, uint offset) {
vec2 spriteOffset = mod(xy, 1.0) * tileSize;
vec2 tileMapOffset = vec2(float(offset) * tileSize, tileSize) + spriteOffset * vec2(1, -1);
return texture(materials, tileMapOffset / tileMapSize);
}
vec4 blend(vec4 below, vec4 above) {
return above * above.a + below * (1.0 - above.a);
}
vec4 backgroundPattern(vec2 xy) {
vec2 offset = vec2(tileMapSize.x - 27.0, 120) + vec2(mod(xy.x * tileSize, 27.0), mod(xy.y * tileSize, 23.0)) * vec2(1, -1);
return texture(materials, offset / tileMapSize);
}
vec4 shroudPattern(vec2 xy) {
vec2 offset = vec2(tileMapSize.x - 67.0, 120 - 23) + vec2(mod(xy.x * tileSize, 67.0), mod(xy.y * tileSize, 47.0)) * vec2(1, -1);
return texture(materials, offset / tileMapSize);
}
void main() {
vec2 stateSize = vec2(100, 100);
float screenToMapRatio = zoom / resolution.x;
vec2 xy = gl_FragCoord.xy * screenToMapRatio + offset;
if(int(xy.x) < 0 || int(xy.x) >= int(stateSize.x) || int(xy.y) < 0 || int(xy.y) >= int(stateSize.y)) {
outputColor = shroudPattern(xy);
return;
}
uint n = texelFetch(state, ivec2(xy), 0).r;
value v = Tile_d(n);
uint f;
uint b;
uint c;
vec2 cargoOffset;
float cargoScale;
materialOffset(v, f, b, c, cargoOffset, cargoScale);
cargoOffset /= tileSize;
cargoScale /= tileSize;
vec2 spriteUnitOffset = mod(xy, 1.0);
vec4 cargo = vec4(0);
if(c != NOT_FOUND &&
spriteUnitOffset.x > cargoOffset.x && spriteUnitOffset.x < cargoOffset.x + cargoScale &&
spriteUnitOffset.y > cargoOffset.y && spriteUnitOffset.y < cargoOffset.y + cargoScale
) {
vec2 scaledSpriteUnitOffset = (spriteUnitOffset - cargoOffset) / cargoScale;
cargo = tileColor(scaledSpriteUnitOffset, c);
}
vec4 front = f == NOT_FOUND ? vec4(0) : tileColor(spriteUnitOffset, f);
vec4 back = b == NOT_FOUND ? vec4(0) : tileColor(spriteUnitOffset, b);
outputColor = backgroundPattern(xy);
outputColor = blend(outputColor, back);
outputColor = blend(outputColor, front);
outputColor = blend(outputColor, cargo);
if(int(xy.x) >= selection.x && int(xy.y) >= selection.y && int(xy.x) < selection.z && int(xy.y) < selection.w) {
float pattern = cos((-spriteUnitOffset.x + spriteUnitOffset.y + t * 0.03) * 3.1415 * 6.0);
outputColor = blend(outputColor, vec4(0.1, 0.5, 1.0, min(max(pattern * 0.1, 0.0) + 0.07, 0.1)));
}
}