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 float u_factor = 1.0; vec2 get_src_uv(vec2 screen_uv) { vec2 uv = u_src_rect.xy + screen_uv * u_src_rect.zw; return uv; } void fragment() { float brush_value = u_factor * u_opacity * texture(TEXTURE, UV).r; float src_h = sample_heightmap(u_src_texture, get_src_uv(SCREEN_UV)); float h = src_h + brush_value; COLOR = encode_height_to_viewport(h); }