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-rw-r--r--game/addons/zylann.hterrain/tools/brush/shaders/level.gdshader45
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);
+}