80 lines
2.6 KiB
GLSL
80 lines
2.6 KiB
GLSL
#version 450
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#extension GL_EXT_buffer_reference : require
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#include "hex_common.glsl"
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layout(location=0) out vec4 color;
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vec4 int2color(uint color_int) {
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float r = float((color_int >> 24) & 0xFF);
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float g = float((color_int >> 16) & 0xFF);
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float b = float((color_int >> 8) & 0xFF);
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float a = float((color_int >> 0) & 0xFF);
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return vec4(r, g, b, a)/255.0;
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}
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void main() {
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int region_index = gl_InstanceIndex/region_hex_count;
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Region region = pc.context.regions[region_index];
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if(region.map == 0) {
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gl_Position = vec4(0, 0, 0, 0);
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return;
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}
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int hex_index = gl_InstanceIndex - (region_index*region_hex_count);
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vec2 region_qr = vec2(region.q, region.r);
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vec4 region_pos = vec4(0, 0, 0, 0);
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region_pos.x = (region_qr.x+region_qr.y/2)*region_width - region_qr.y*x/2;
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region_pos.z = 0.75*region_qr.y*region_height + 0.25*region_qr.y*z + 0.5*region_qr.x*z;
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float radius = 0;
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float ring = 0;
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int side = 0;
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if(hex_index != 0) {
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radius = floor(0.5 + sqrt(12*hex_index-3)/6);
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ring = hex_index - (3*radius*radius - 3*radius + 1);
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side = int(floor(ring/(radius)));
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}
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vec4 position = vertices[indices[gl_VertexIndex]] + (starts[side]*radius) + (direction[side]*(ring-(radius*side))) + region_pos;
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if(gl_VertexIndex % 3 == 0) {
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position.y = (region.hexes[hex_index].heights[0] +
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region.hexes[hex_index].heights[1] +
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region.hexes[hex_index].heights[2] +
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region.hexes[hex_index].heights[3] +
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region.hexes[hex_index].heights[4] +
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region.hexes[hex_index].heights[5])/6 + region.y;
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} else {
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position.y = region.hexes[hex_index].heights[indices[gl_VertexIndex]-1] + region.y;
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}
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color = int2color(region.hexes[hex_index].colors[indices[gl_VertexIndex]]);
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/*
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vec2 hex_qr = start_coords[side]*radius + direction_coords[side]*(ring-(radius*side));
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vec2 world_qr = vec2(0, 0);
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world_qr.y = hex_qr.y
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- region_qr.x*(region_size + 0.5)
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- region_qr.y*(region_size*2 + 1.0);
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world_qr.x = hex_qr.x
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+ region_qr.x*(region_size*2 + 1.0)
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+ region_qr.y*(region_size + 0.0);
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color = vec4(world_qr/100, 0, 1);
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vec4 hex_pos = vec4(0, 0, 0, 1);
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hex_pos.x = x*hex_qr.x;
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hex_pos.z = -z*hex_qr.y - z*hex_qr.x/2;
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vec4 world_pos = vec4(0, 0, 0, 1);
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world_pos.x = hex_pos.x + region_pos.x;
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world_pos.z = hex_pos.z + region_pos.z;
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vec2 world_qr = vec2(0, 0);
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world_qr.x = world_pos.x/x;
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world_qr.y = -world_pos.z/z - world_pos.x/(2*x);
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*/
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gl_Position = pc.context.proj * pc.context.view * position;
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}
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