shader_type spatial; render_mode specular_schlick_ggx, async_visible; uniform sampler2D MapAlbedoTexture : hint_black_albedo; uniform int TextureSize: hint_range(0, 1024, 4); varying vec2 map_coord; varying vec3 obj_coord; const mat2 _HexAffineInverse = mat2(vec2(1.333333, -0.6666667), vec2(0, -1.154701)); vec3 axial_to_cube(vec2 axial) { return vec3(axial.x, axial.y, -axial.x - axial.y); } ivec3 round_cube_coords(vec3 cube) { ivec3 rounded = ivec3(round(cube)); vec3 diffs = abs(vec3(rounded) - cube); if (diffs.x > diffs.y && diffs.x > diffs.z) { rounded.x = -rounded.y - rounded.z; } else if (diffs.y > diffs.z) { rounded.y = -rounded.x - rounded.z; } else { rounded.z = -rounded.x - rounded.y; } return rounded; } vec2 axial_to_offset(vec2 axial) { ivec3 cubeCoords = round_cube_coords(axial_to_cube(axial)); int x = cubeCoords.x; int y = cubeCoords.y; int off_y = y + (x - (x & 1)) / 2; return vec2(float(x), float(off_y)); } void vertex() { // Input:2 mat4 model_matrix = WORLD_MATRIX; vec3 origin = vec4(WORLD_MATRIX * vec4(0, 0, 0, 1)).xyz; vec3 axial_coords = vec3(_HexAffineInverse * origin.xz, 0); vec2 offset_coords = axial_to_offset(axial_coords.xy); //map_coord = mod(axial_to_offset(axial_coords.xy), vec2(float(TextureSize))); map_coord = offset_coords; map_coord.y = -map_coord.y; float map_size = 4.0; map_coord = mod(origin.xz, map_size) / (map_size); //map_coord = mod((round(origin.xz * map_size)) / (map_size) , map_size); // if (map_coord.x > map_size) { // map_coord.x = map_coord.x - (map_size + 1.0); // } // map_coord.x = map_coord.x / map_size; // map_coord.x = (mod (map_coord.x, map_size) / (map_size + 1.0)); // map_coord.y = (mod (map_coord.y, map_size) / (map_size + 1.0)); // ivec2 map_coord_i = ivec2(map_coord); // map_coord_i.x = map_coord_i.x % TextureSize; // map_coord_i.y = map_coord_i.y % TextureSize; // map_coord = vec2(map_coord_i) / float(TextureSize); obj_coord = origin; } void fragment() { //ALBEDO = pow(texture(MapAlbedoTexture, map_coord).rgb, vec3(2.4)); ALBEDO = texture(MapAlbedoTexture, map_coord).rgb; } void light() { // Output:0 }