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 uniform bool enable_sea_scroll = true; // Disable on underwater maps (tileset 3) uniform bool enable_waterfall_scroll = true; // Only enable on tileset 1 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; const vec2 waterfall_tile_uv = vec2(7.0/16.0, 8.0/16.0); const vec2 waterfall_tile_uv_end = vec2(9.0/16.0, 9.0/16.0); const vec2 waterfall_tile_uv_end_hack = vec2(9.0/16.0, 10.0/16.0); // we hack a second row in the atlas const vec2 waterfall_tile_size = waterfall_tile_uv_end - waterfall_tile_uv; const vec2 waterfall_tile_size_inv = 1.0/waterfall_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 (enable_sea_scroll && 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; // Silly warpy effects // 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))); // Real animation seems to scroll in a cycle of shift row 1px, next frame, increment by 9 rows, shift that one, repeat // i.e. every 16 frames it will have scrolled all rows 1px // every 256 frames it will have performed a full scroll // At 60fps this is one full scroll every 4.266... seconds pos.x = fract(pos.x - TIME/4.267 + (pos.y * (9.0/16.0))); out_uv = mix(sea_tile_uv, sea_tile_uv_end, pos); } // Waterfall VScroll UV modulation // This has a super annoying property of being a 2tall tile scroll laid out horizontally // In sprite_loader we hack the atlas such that we can just vscroll each one if (enable_waterfall_scroll && all(greaterThanEqual(out_uv, waterfall_tile_uv)) && all(lessThan(out_uv, waterfall_tile_uv_end))) { vec2 waterfall_tile_uv_diff = out_uv - waterfall_tile_uv; vec2 pos = waterfall_tile_uv_diff * waterfall_tile_size_inv; // Real animation seems to scroll in a cycle of shift col 1px, next frame, shift col 1px, next frame, increment by 4 rows twice, shift that one, repeat // 1, 1, 5, 5, 3, 3, 7, 7, 2, 2, 6, 6, 4, 4, 8, 8 // For now, don't bother about the double increment pos.y = fract((pos.y - TIME*1.3 + (pos.x * (4.5/32.0))) * 0.5); out_uv = mix(waterfall_tile_uv, waterfall_tile_uv_end_hack, pos); } 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 }