--[[ 0 20 -- once sailable.bmp is brighter than this, the area is traversable by ships 60 -- once sailable.bmp and territory.bmp are brighter than this, ships can be placed here 130 -- if territory.bmp is brighter than this and sailable is darker than 60, structures are placeable. SO: SAILABLE: 0 (not), 21 (traverse not place), 61 ( traverse and place ) TERRITORY: 131 ( place land if sailable <= 60 ), 61 ( place sea ), 0 ]] return love.graphics.newShader[[ #pragma language glsl3 uniform int radius; uniform Image sailable; bool seaPlace( float x, float y ) { return ( x * 255.0 > 60.0 ) && ( y * 255.0 > 60.0 ); } bool own( float x ) { if( x * 255.0 > 130.0 ){ return true; } else { return false; } } bool land( float x ) { if( x * 255.0 <= 60.0 ){ return true; } else { return false; } } bool placeable( Image tex, vec2 uv ) { return own(Texel(tex, uv).r) && land(Texel(sailable, uv).r); } vec4 effect( vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords ) { if (placeable( tex, texture_coords + offset )){ return color; } return vec4( 0.0, 0.0, 0.0, 0.0 ); } ]]