project_teddy/addons/zylann.hterrain/tools/brush/shaders/smooth.gdshader

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shader_type canvas_item;
render_mode blend_disabled;
#include "res://addons/zylann.hterrain/shaders/include/heightmap_rgb8_encoding.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 decode_height_from_rgb8_unorm(texture(heightmap, uv).rgb);
}
void fragment() {
float brush_value = u_factor * u_opacity * texture(TEXTURE, UV).r;
vec2 src_pixel_size = 1.0 / vec2(textureSize(u_src_texture, 0));
vec2 src_uv = get_src_uv(SCREEN_UV);
vec2 offset = src_pixel_size;
float src_nx = get_height(u_src_texture, src_uv - vec2(offset.x, 0.0));
float src_px = get_height(u_src_texture, src_uv + vec2(offset.x, 0.0));
float src_ny = get_height(u_src_texture, src_uv - vec2(0.0, offset.y));
float src_py = get_height(u_src_texture, src_uv + vec2(0.0, offset.y));
float src_h = get_height(u_src_texture, src_uv);
float dst_h = (src_h + src_nx + src_px + src_ny + src_py) * 0.2;
float h = mix(src_h, dst_h, brush_value);
COLOR = vec4(encode_height_to_rgb8_unorm(h), 1.0);
}