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); } 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 = encode_height_to_viewport(h); }