GodotComponentTest/materials/shader/WorldTileTypeShader.gdshader

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shader_type canvas_item;
render_mode skip_vertex_transform;
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);
uniform sampler2D TextureMask : hint_albedo;
void vertex() {
VERTEX = (WORLD_MATRIX * (EXTRA_MATRIX * vec4(VERTEX, 0.0, 1.0))).xy;
}
vec3 color_ramp(float h) {
if (h < 0.1f) {
return DeepWaterColor.rgb;
} else if (h < 0.12f) {
return WaterColor.rgb;
} else if (h < 0.45f) {
return LightWaterColor.rgb;
// } else if (h < 0.25){
// return SandColor.rgb;
} else if (h < 0.75){
return GrassColor.rgb;
// } else if (h < 0.78){
// return ForestColor.rgb;
} else if (h < 1.0){
return RockColor.rgb;
}
return SnowColor.rgb;
}
vec3 rgbToGrayscale(vec3 color) {
return vec3(dot(color.rgb, vec3(0.299, 0.587, 0.144)));
}
float borderFalloff(vec2 uv) {
return min(
(0.5 - abs(-uv.x + 0.5)) * 2.0,
(0.5 - abs(-uv.y + 0.5)) * 2.0);
}
float borderFalloffCircle(vec2 uv) {
return (0.5 - length(vec2(uv - vec2(0.5, 0.5)))) * 2.0;
}
void fragment() {
vec4 texture_color = texture(TEXTURE, UV);
COLOR.rgb = vec3(abs(UV.x - 0.5) * 2.0);
// COLOR.rgb = color_ramp(texture_color.r * borderFalloffCircle(UV) * 1.8);
COLOR.rgb = color_ramp(texture_color.r * texture(TextureMask, UV).r);
COLOR.a = 1.0;
// COLOR.rgb = vec3(1, 0, 0);
}