14 lines
383 B
GLSL
14 lines
383 B
GLSL
shader_type canvas_item;
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render_mode blend_disabled;
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uniform sampler2D u_brush_texture;
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uniform float u_factor = 1.0;
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uniform float u_flatten_value;
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void fragment() {
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float brush_value = texture(u_brush_texture, SCREEN_UV).r;
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float src_h = texture(TEXTURE, UV).r;
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float h = mix(src_h, u_flatten_value, u_factor * brush_value);
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COLOR = vec4(h, 0.0, 0.0, 1.0);
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}
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