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path: root/game/addons/zylann.hterrain/tools/brush/shaders/level.gdshader
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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_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);
}