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cantonCoord = v.vTexCoord + v.vTexCoordFlag * zoomFactor;
A general formula would be
int2 FlagsPerRowAndColumn = ...; // (16,16), (10,4), or (10,2)
cantonCoord = v.TexCoord + v.vTexCoordFlag / FlagsPerRowAndColmun;
For regular flags, FlagPerRowAndColumn is always (16,16) so your zoomFactor of (1/15,1/15) is quite close, but but custom flags, I have implemented, for a personal mod, a function that returns (10,4) or (10,2) — Vanilla values — which could be useful for your PixelShaderFlagTextColorColony::main.
I know that the texture coordinates of the pattern are treated by the shader as they would be for any regular flags, but I think that the symbol is just another layer, added after the masked flag and before the overlay.
I'll try to make a mod out of that this weekend.
@Malvagor looks great, good luck with that!
@Bullet Btw, this file is the one where the game takes the revolutionnary flag pattern, by shifting the flag coords in the code it would be possible to make it use the horizontal one by default instead.
Feel free to add me if you want to talk about it :)
I was actually poking around in the mod files because I found the resulting flags still too plain and managed to give the flags different patterns in the remaining space (e.g. stripes, divisions, etc). Since I used your code as a base, do you mind if I make an extended version of this mod? With credits of course :)
I messed around with the shader files and found a way to make the canton effect work for both the 3d province flags and the small flags in the UI.
I made a demo mod showcasing these changes which you can find here .
You are of course welcome to integrate these changes to your mod if you want to (I will then remove mine).
Provinces still display the classical "two-bands" flag.