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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_flatten_value;
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;
float src_h = sample_heightmap(u_src_texture, get_src_uv(SCREEN_UV));
float h = mix(src_h, u_flatten_value, brush_value);
COLOR = encode_height_to_viewport(h);
}
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