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Diffstat (limited to 'game/addons/zylann.hterrain/tools/brush/shaders/splat_indexed.gdshader')
-rw-r--r--game/addons/zylann.hterrain/tools/brush/shaders/splat_indexed.gdshader89
1 files changed, 89 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/tools/brush/shaders/splat_indexed.gdshader b/game/addons/zylann.hterrain/tools/brush/shaders/splat_indexed.gdshader
new file mode 100644
index 0000000..9828068
--- /dev/null
+++ b/game/addons/zylann.hterrain/tools/brush/shaders/splat_indexed.gdshader
@@ -0,0 +1,89 @@
+shader_type canvas_item;
+render_mode blend_disabled;
+
+uniform sampler2D u_src_texture;
+uniform vec4 u_src_rect;
+uniform float u_opacity = 1.0;
+uniform int u_texture_index;
+uniform int u_mode; // 0: output index, 1: output weight
+uniform sampler2D u_index_map;
+uniform sampler2D u_weight_map;
+
+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_opacity * texture(TEXTURE, UV).r;
+
+ vec2 src_uv = get_src_uv(SCREEN_UV);
+ vec4 iv = texture(u_index_map, src_uv);
+ vec4 wv = texture(u_weight_map, src_uv);
+
+ float i[3] = {iv.r, iv.g, iv.b};
+ float w[3] = {wv.r, wv.g, wv.b};
+
+ if (brush_value > 0.0) {
+ float texture_index_f = float(u_texture_index) / 255.0;
+ int ci = u_texture_index % 3;
+
+ float cm[3] = {-1.0, -1.0, -1.0};
+ cm[ci] = 1.0;
+
+ // Decompress third weight to make computations easier
+ w[2] = 1.0 - w[0] - w[1];
+
+ if (abs(i[ci] - texture_index_f) > 0.001) {
+ // Pixel does not have our texture index,
+ // transfer its weight to other components first
+ if (w[ci] > brush_value) {
+ w[0] -= cm[0] * brush_value;
+ w[1] -= cm[1] * brush_value;
+ w[2] -= cm[2] * brush_value;
+
+ } else if (w[ci] >= 0.f) {
+ w[ci] = 0.f;
+ i[ci] = texture_index_f;
+ }
+
+ } else {
+ // Pixel has our texture index, increase its weight
+ if (w[ci] + brush_value < 1.f) {
+ w[0] += cm[0] * brush_value;
+ w[1] += cm[1] * brush_value;
+ w[2] += cm[2] * brush_value;
+
+ } else {
+ // Pixel weight is full, we can set all components to the same index.
+ // Need to nullify other weights because they would otherwise never reach
+ // zero due to normalization
+ w[0] = 0.0;
+ w[1] = 0.0;
+ w[2] = 0.0;
+
+ w[ci] = 1.0;
+
+ i[0] = texture_index_f;
+ i[1] = texture_index_f;
+ i[2] = texture_index_f;
+ }
+ }
+
+ w[0] = clamp(w[0], 0.0, 1.0);
+ w[1] = clamp(w[1], 0.0, 1.0);
+ w[2] = clamp(w[2], 0.0, 1.0);
+
+ // Renormalize
+ float sum = w[0] + w[1] + w[2];
+ w[0] /= sum;
+ w[1] /= sum;
+ w[2] /= sum;
+ }
+
+ if (u_mode == 0) {
+ COLOR = vec4(i[0], i[1], i[2], 1.0);
+ } else {
+ COLOR = vec4(w[0], w[1], w[2], 1.0);
+ }
+}