diff options
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.gdshader | 89 |
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); + } +} |