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; } float get_height(sampler2D heightmap, vec2 uv) { return sample_heightmap(heightmap, uv); } // TODO Could actually level to whatever height the brush was at the beginning of the stroke? void fragment() { float brush_value = u_factor * u_opacity * texture(TEXTURE, UV).r; // The heightmap does not have mipmaps, // so we need to use an approximation of average. // This is not a very good one though... float dst_h = 0.0; vec2 uv_min = vec2(u_src_rect.xy); vec2 uv_max = vec2(u_src_rect.xy + u_src_rect.zw); for (int i = 0; i < 5; ++i) { for (int j = 0; j < 5; ++j) { float x = mix(uv_min.x, uv_max.x, float(i) / 4.0); float y = mix(uv_min.y, uv_max.y, float(j) / 4.0); float h = get_height(u_src_texture, vec2(x, y)); dst_h += h; } } dst_h /= (5.0 * 5.0); // TODO I have no idea if this will check out float src_h = get_height(u_src_texture, get_src_uv(SCREEN_UV)); float h = mix(src_h, dst_h, brush_value); COLOR = encode_height_to_viewport(h); }