65 lines
1.6 KiB
Text
65 lines
1.6 KiB
Text
|
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_color = vec4(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_noise(vec2 pos) {
|
||
|
// return fract(sin(dot(pos.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
||
|
// }
|
||
|
|
||
|
float get_height(sampler2D heightmap, vec2 uv) {
|
||
|
return sample_heightmap(heightmap, uv);
|
||
|
}
|
||
|
|
||
|
float erode(sampler2D heightmap, vec2 uv, vec2 pixel_size, float weight) {
|
||
|
float r = 3.0;
|
||
|
|
||
|
// Divide so the shader stays neighbor dependent 1 pixel across.
|
||
|
// For this to work, filtering must be enabled.
|
||
|
vec2 eps = pixel_size / (0.99 * r);
|
||
|
|
||
|
float h = get_height(heightmap, uv);
|
||
|
float eh = h;
|
||
|
//float dh = h;
|
||
|
|
||
|
// Morphology with circular structuring element
|
||
|
for (float y = -r; y <= r; ++y) {
|
||
|
for (float x = -r; x <= r; ++x) {
|
||
|
|
||
|
vec2 p = vec2(x, y);
|
||
|
float nh = get_height(heightmap, uv + p * eps);
|
||
|
|
||
|
float s = max(length(p) - r, 0);
|
||
|
eh = min(eh, nh + s);
|
||
|
|
||
|
//s = min(r - length(p), 0);
|
||
|
//dh = max(dh, nh + s);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
eh = mix(h, eh, weight);
|
||
|
//dh = mix(h, dh, u_weight);
|
||
|
|
||
|
float ph = eh;//mix(eh, dh, u_dilation);
|
||
|
|
||
|
return ph;
|
||
|
}
|
||
|
|
||
|
void fragment() {
|
||
|
float brush_value = u_opacity * texture(TEXTURE, UV).r;
|
||
|
vec2 src_pixel_size = 1.0 / vec2(textureSize(u_src_texture, 0));
|
||
|
float ph = erode(u_src_texture, get_src_uv(SCREEN_UV), src_pixel_size, brush_value);
|
||
|
//ph += brush_value * 0.35;
|
||
|
COLOR = encode_height_to_viewport(ph);
|
||
|
}
|