diff --git a/shaders/worldmap_shader.gdshader b/shaders/worldmap_shader.gdshader index 8184cd7..abfadae 100644 --- a/shaders/worldmap_shader.gdshader +++ b/shaders/worldmap_shader.gdshader @@ -4,7 +4,10 @@ uniform sampler2D palette : hint_normal; // uniform float tile_width = 8.0; uniform float tilemap_width = 512.0; // Require square tilemap for now const float index_scale = 255.0 / 16.0; - +const vec2 sea_tile_uv = vec2(0.125, 0.375); +const vec2 sea_tile_uv_end = vec2(0.25, 0.5); +const vec2 sea_tile_size = sea_tile_uv_end - sea_tile_uv; +const vec2 sea_tile_size_inv = 1.0/sea_tile_size; // This shader maps from tileID texels to Tiles, and then applies palette. // tiles hardcoded to 16x16 tiles for now @@ -17,9 +20,21 @@ vec2 get_tile_atlas_uv(float tile_id, vec2 uv) { vec2 tile_uv = vec2(tile_col, tile_row); // Convert 15.9375 to vec2(0.9375==15/16, (15)/16), this should result in integer coordinates in [0,15] scaled to [0,15/16] for UV vec2 sub_tile_uv = fract(uv * tilemap_width) / 16.0; - // TODO: add sea HScroll, waterfall VScroll tile UV modulation - return tile_uv + sub_tile_uv; - // return sub_tile_uv + vec2(0.0, 0.5); + vec2 out_uv = tile_uv + sub_tile_uv; + + // Sea HScroll tile UV modulation + // Make this branchless later + if (all(greaterThanEqual(out_uv, sea_tile_uv)) && all(lessThan(out_uv, sea_tile_uv_end))) { + vec2 sea_tile_uv_diff = out_uv - sea_tile_uv; + vec2 pos = sea_tile_uv_diff * sea_tile_size_inv; + // pos.x = fract(pos.x + fract(TIME*0.4) + cos(pos.y*0.5) + 20.0*sin(uv.y*20.0)); + pos.x = fract(pos.x + fract(TIME*0.4) + 20.0*sin(uv.y*20.0)); + pos.y = fract(pos.y + 0.5*sin(sin(TIME*0.5 + 32.0*uv.x))); + out_uv = mix(sea_tile_uv, sea_tile_uv_end, pos); + } + // TODO: waterfall VScroll UV modulation + + return out_uv; } void fragment() {