shader_type canvas_item; render_mode blend_disabled; #include "res://addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc" uniform sampler2D u_src_texture; uniform vec4 u_src_rect; uniform float u_opacity = 1.0; uniform vec4 u_color = vec4(1.0); vec2 get_src_uv(vec2 screen_uv) { vec2 uv = u_src_rect.xy + screen_uv * u_src_rect.zw; return uv; } // float get_noise(vec2 pos) { // return fract(sin(dot(pos.xy ,vec2(12.9898,78.233))) * 43758.5453); // } float get_height(sampler2D heightmap, vec2 uv) { return sample_heightmap(heightmap, uv); } float erode(sampler2D heightmap, vec2 uv, vec2 pixel_size, float weight) { float r = 3.0; // Divide so the shader stays neighbor dependent 1 pixel across. // For this to work, filtering must be enabled. vec2 eps = pixel_size / (0.99 * r); float h = get_height(heightmap, uv); float eh = h; //float dh = h; // Morphology with circular structuring element for (float y = -r; y <= r; ++y) { for (float x = -r; x <= r; ++x) { vec2 p = vec2(x, y); float nh = get_height(heightmap, uv + p * eps); float s = max(length(p) - r, 0); eh = min(eh, nh + s); //s = min(r - length(p), 0); //dh = max(dh, nh + s); } } eh = mix(h, eh, weight); //dh = mix(h, dh, u_weight); float ph = eh;//mix(eh, dh, u_dilation); return ph; } void fragment() { float brush_value = u_opacity * texture(TEXTURE, UV).r; vec2 src_pixel_size = 1.0 / vec2(textureSize(u_src_texture, 0)); float ph = erode(u_src_texture, get_src_uv(SCREEN_UV), src_pixel_size, brush_value); //ph += brush_value * 0.35; COLOR = encode_height_to_viewport(ph); }