ile-de-test/addons/zylann.hterrain/tools/brush/shaders/splat16.gdshader

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2023-10-05 18:02:23 +00:00
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 vec4 u_splat = vec4(1.0, 0.0, 0.0, 0.0);
uniform sampler2D u_other_splatmap_1;
uniform sampler2D u_other_splatmap_2;
uniform sampler2D u_other_splatmap_3;
uniform sampler2D u_heightmap;
uniform float u_normal_min_y = 0.0;
uniform float u_normal_max_y = 1.0;
vec2 get_src_uv(vec2 screen_uv) {
vec2 uv = u_src_rect.xy + screen_uv * u_src_rect.zw;
return uv;
}
float sum(vec4 v) {
return v.x + v.y + v.z + v.w;
}
float get_height(sampler2D heightmap, vec2 uv) {
return sample_heightmap(heightmap, uv);
}
vec3 get_normal(sampler2D heightmap, vec2 pos) {
vec2 ps = vec2(1.0) / vec2(textureSize(heightmap, 0));
float hnx = get_height(heightmap, pos + vec2(-ps.x, 0.0));
float hpx = get_height(heightmap, pos + vec2(ps.x, 0.0));
float hny = get_height(heightmap, pos + vec2(0.0, -ps.y));
float hpy = get_height(heightmap, pos + vec2(0.0, ps.y));
return normalize(vec3(hnx - hpx, 2.0, hpy - hny));
}
// Limits painting based on the slope, with a bit of falloff
float apply_slope_limit(float brush_value, vec3 normal, float normal_min_y, float normal_max_y) {
float normal_falloff = 0.2;
// If an edge is at min/max, make sure it won't be affected by falloff
normal_min_y = normal_min_y <= 0.0 ? -2.0 : normal_min_y;
normal_max_y = normal_max_y >= 1.0 ? 2.0 : normal_max_y;
brush_value *= 1.0 - smoothstep(
normal_max_y - normal_falloff,
normal_max_y + normal_falloff, normal.y);
brush_value *= smoothstep(
normal_min_y - normal_falloff,
normal_min_y + normal_falloff, normal.y);
return brush_value;
}
void fragment() {
float brush_value = u_opacity * texture(TEXTURE, UV).r;
vec2 src_uv = get_src_uv(SCREEN_UV);
vec3 normal = get_normal(u_heightmap, src_uv);
brush_value = apply_slope_limit(brush_value, normal, u_normal_min_y, u_normal_max_y);
// It is assumed 3 other renders are done the same with the other 3
vec4 src0 = texture(u_src_texture, src_uv);
vec4 src1 = texture(u_other_splatmap_1, src_uv);
vec4 src2 = texture(u_other_splatmap_2, src_uv);
vec4 src3 = texture(u_other_splatmap_3, src_uv);
float t = brush_value;
vec4 s0 = mix(src0, u_splat, t);
vec4 s1 = mix(src1, vec4(0.0), t);
vec4 s2 = mix(src2, vec4(0.0), t);
vec4 s3 = mix(src3, vec4(0.0), t);
float sum = sum(s0) + sum(s1) + sum(s2) + sum(s3);
s0 /= sum;
s1 /= sum;
s2 /= sum;
s3 /= sum;
COLOR = s0;
}