shader_type canvas_item; uniform sampler2D tile_atlas : hint_normal; 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 // palette hardcoded to 16x16 colors for now vec2 get_tile_atlas_uv(float tile_id, vec2 uv) { float tile_idx16 = tile_id * index_scale; // Rescale from [0.0, 1.0] to [0, 255] to [0, 15.9375 (15+15/16)] float tile_row = trunc(tile_idx16) / 16.0; float tile_col = fract(tile_idx16); 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 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() { // GLES2 // vec2 uv_tile = trunc(UV * tilemap_width) / tilemap_width; vec2 uv_tile = UV; float s = texture(TEXTURE, uv_tile).r; // TODO: move cycling palette to a sampler2DArray or sampler3D rather than rebinding vec2 lut_uv = get_tile_atlas_uv(s, UV); float color_id = texture(tile_atlas, lut_uv).r; float color_idx16 = color_id * index_scale; float pal_row = trunc(color_idx16) / 16.0; float pal_col = fract(color_idx16); vec2 palette_uv = vec2(pal_col, pal_row); COLOR = texture(palette, palette_uv); COLOR.a = step(0.000001, color_idx16); // Branchless transparency }