Sea scroll shader, silly edition

This commit is contained in:
Luke Hubmayer-Werner 2023-07-28 16:35:15 +09:30
parent cc1052ceb4
commit 17523985bd
1 changed files with 19 additions and 4 deletions

View File

@ -4,7 +4,10 @@ uniform sampler2D palette : hint_normal;
// uniform float tile_width = 8.0; // uniform float tile_width = 8.0;
uniform float tilemap_width = 512.0; // Require square tilemap for now uniform float tilemap_width = 512.0; // Require square tilemap for now
const float index_scale = 255.0 / 16.0; 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. // This shader maps from tileID texels to Tiles, and then applies palette.
// tiles hardcoded to 16x16 tiles for now // 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 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; vec2 sub_tile_uv = fract(uv * tilemap_width) / 16.0;
// TODO: add sea HScroll, waterfall VScroll tile UV modulation vec2 out_uv = tile_uv + sub_tile_uv;
return tile_uv + sub_tile_uv;
// return sub_tile_uv + vec2(0.0, 0.5); // 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() { void fragment() {