diff options
author | Gone2Daly <71726742+Gone2Daly@users.noreply.github.com> | 2023-07-22 21:05:42 +0200 |
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committer | Gone2Daly <71726742+Gone2Daly@users.noreply.github.com> | 2023-07-22 21:05:42 +0200 |
commit | 71b3cd829f80de4c2cd3972d8bfd5ee470a5d180 (patch) | |
tree | b4280fde6eef2ae6987648bc7bf8e00e9011bb7f /game/addons/zylann.hterrain/tools/brush/shaders/level.gdshader | |
parent | ce9022d0df74d6c33db3686622be2050d873ab0b (diff) |
init_testtest3d
Diffstat (limited to 'game/addons/zylann.hterrain/tools/brush/shaders/level.gdshader')
-rw-r--r-- | game/addons/zylann.hterrain/tools/brush/shaders/level.gdshader | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/tools/brush/shaders/level.gdshader b/game/addons/zylann.hterrain/tools/brush/shaders/level.gdshader new file mode 100644 index 0000000..4721b43 --- /dev/null +++ b/game/addons/zylann.hterrain/tools/brush/shaders/level.gdshader @@ -0,0 +1,45 @@ +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); +} |