shader_type canvas_item; render_mode blend_disabled; uniform sampler2D u_brush_texture; uniform float u_factor = 1.0; uniform vec4 u_texture_rect; // TODO Could actually level to whatever height the brush was at the beginning of the stroke? void fragment() { float brush_value = texture(u_brush_texture, SCREEN_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_texture_rect.xy); vec2 uv_max = vec2(u_texture_rect.xy + u_texture_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 = texture(TEXTURE, vec2(x, y)).r; dst_h += h; } } dst_h /= (5.0 * 5.0); // TODO I have no idea if this will check out float src_h = texture(TEXTURE, UV).r; float h = mix(src_h, dst_h, u_factor * brush_value); COLOR = vec4(h, 0.0, 0.0, 1.0); }