shader_type canvas_item; render_mode blend_disabled; uniform sampler2D u_brush_texture; uniform float u_factor = 1.0; uniform vec4 u_splat = vec4(1.0, 0.0, 0.0, 0.0); uniform sampler2D u_heightmap; uniform float u_normal_min_y = 0.0; uniform float u_normal_max_y = 1.0; //uniform float u_normal_falloff = 0.0; vec3 get_normal(sampler2D heightmap, vec2 pos) { vec2 ps = vec2(1.0) / vec2(textureSize(heightmap, 0)); float hnx = texture(heightmap, pos + vec2(-ps.x, 0.0)).r; float hpx = texture(heightmap, pos + vec2(ps.x, 0.0)).r; float hny = texture(heightmap, pos + vec2(0.0, -ps.y)).r; float hpy = texture(heightmap, pos + vec2(0.0, ps.y)).r; 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 = texture(u_brush_texture, SCREEN_UV).r * u_factor; vec3 normal = get_normal(u_heightmap, UV); brush_value = apply_slope_limit(brush_value, normal, u_normal_min_y, u_normal_max_y); vec4 src_splat = texture(TEXTURE, UV); vec4 s = mix(src_splat, u_splat, brush_value); s = s / (s.r + s.g + s.b + s.a); COLOR = s; }