shader_type canvas_item; uniform vec4 DeepWaterColor : hint_color = vec4(0, 0, 0.6, 1); uniform vec4 WaterColor : hint_color = vec4(0, 0, 0.7, 1); uniform vec4 LightWaterColor : hint_color = vec4(0, 0, 1, 1); uniform vec4 SandColor : hint_color = vec4(0.8, 0.8, 0.1, 1); uniform vec4 GrassColor : hint_color = vec4(0, 0.6, 0, 1); uniform vec4 ForestColor : hint_color = vec4(0, 0.4, 0, 1); uniform vec4 RockColor : hint_color = vec4(0.5, 0.5, 0.4, 1); uniform vec4 SnowColor : hint_color = vec4(1); vec2 rand2d(vec2 uv) { return vec2(fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123)); } float rand1d(vec2 uv){ return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453); } vec2 voronoi_segment(vec2 uv, float columns, float rows) { vec2 index_uv = floor(vec2(uv.x * columns, uv.y * rows)); vec2 fract_uv = fract(vec2(uv.x * columns, uv.y * rows)); float minimum_dist = 1.0; vec2 minimum_point; vec2 minimum_neighbour; for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { vec2 neighbour = vec2(float(x), float(y)); vec2 point = rand2d(index_uv + neighbour); vec2 diff = neighbour + point - fract_uv; float dist = length(diff); if (dist < minimum_dist) { minimum_dist = dist; minimum_point = point; minimum_neighbour = neighbour; } } } return minimum_point; } ivec2 voronoiCellId(vec2 uv, vec2 grid_size) { vec2 index_uv = floor(uv * grid_size); vec2 fract_uv = fract(uv * grid_size); float minimum_dist = 1.0; vec2 minimum_point; vec2 minimum_neighbour; for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { vec2 neighbour = vec2(float(x), float(y)); vec2 point = rand2d(index_uv + neighbour); vec2 diff = neighbour + point - fract_uv; float dist = length(diff); if (dist < minimum_dist) { minimum_dist = dist; minimum_point = point; minimum_neighbour = index_uv + neighbour; } } } return ivec2(minimum_neighbour); } vec3 voronoi_cell_id_and_border_dist(vec2 uv, vec2 grid_size) { vec2 index_uv = floor(uv * grid_size); vec2 fract_uv = fract(uv * grid_size); float minimum_dist = 1.0; vec2 minimum_neighbour; vec2 cell_point = rand2d(index_uv); float border_dist = 1.0; for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { vec2 neighbour = vec2(float(x), float(y)); vec2 point = rand2d(index_uv + neighbour); vec2 diff = neighbour + point - fract_uv; float dist = length(diff); if (dist < minimum_dist) { minimum_dist = dist; minimum_neighbour = index_uv + neighbour; float cell_point_dist = length(neighbour + point - cell_point); border_dist = (cell_point_dist * 0.5 - dist); border_dist = 1.0 - dist; } } } return vec3(minimum_neighbour, border_dist); } vec4 biomeValue (vec2 uv, vec2 grid_size) { vec2 index_uv = floor(uv * grid_size); vec2 fract_uv = fract(uv * grid_size); float minimum_dist = 1.0; vec2 minimum_point; vec2 minimum_neighbour; for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { vec2 neighbour = vec2(float(x), float(y)); vec2 point = rand2d(index_uv + neighbour); vec2 diff = neighbour + point - fract_uv; float dist = length(diff); if (dist < minimum_dist) { minimum_dist = dist; minimum_point = point; minimum_neighbour = index_uv + neighbour; } } } float biomeId = rand1d(minimum_neighbour); if (biomeId < 0.2) { return SandColor; } else if (biomeId < 0.4) { return GrassColor; } else if (biomeId < 0.6) { return RockColor; } else if (biomeId < 0.8) { return SnowColor; } else { return ForestColor; } } void fragment() { vec2 uv = UV / 0.01; vec2 offset = vec2(sin(TIME * 0.6), cos(TIME * 0.6)) * 14.0; ivec2 cellId = voronoiCellId(uv + offset, vec2(0.125, 0.125)); vec4 water_land_value = rand1d(vec2(cellId)) < 0.66 ? DeepWaterColor : GrassColor; vec4 biome_id_value = biomeValue(uv + offset, vec2(0.14, 0.14)); // COLOR = vec4(water_land_value.xyz, 0.4) + vec4 (biome_id_value.xyz, 0.3); if (water_land_value == DeepWaterColor) { COLOR = water_land_value; } else { COLOR = biome_id_value; } vec3 cellIdAndBorderDist = voronoi_cell_id_and_border_dist(uv + offset, vec2(0.125, 0.125)); //COLOR = vec4(rand2d(vec2(cellIdAndBorderDist.xy)), 0.0, cellIdAndBorderDist.z); COLOR = vec4(cellIdAndBorderDist.z, 0., 0., 1.0); }