shader_type canvas_item; uniform vec2 brush_pos = vec2(0.5, 0.5); uniform vec2 brush_ppos = vec2(0.5, 0.5); uniform vec2 brush_size = vec2(0.25, 0.25); uniform float brush_hardness = 0.5; const float brush_opacity = 1.0; uniform float stroke_length = 0.0; uniform float stroke_angle = 0.0; uniform float pattern_scale = 10.0; uniform float pattern_angle = 0.0; uniform float pressure = 1.0; uniform sampler2D mesh_normal_tex; uniform sampler2D layer_albedo_tex; uniform sampler2D layer_mr_tex; uniform sampler2D layer_emission_tex; uniform sampler2D layer_depth_tex; // BEGIN_PATTERN float brush_function(vec2 uv) { return clamp(max(0.0, 1.0-length(2.0*(uv-vec2(0.5)))) / 0.5, 0.0, 1.0); } vec4 pattern_function(vec2 uv) { return vec4(fract(10.0*uv.x+length(uv-vec2(0.5))*10.0), 0.0, 0.0, 1.0); } // END_PATTERN float brush(vec2 uv) { return clamp(brush_opacity*brush_function(uv)/(1.0-brush_hardness), 0.0, 1.0); } void fragment() { vec2 b = brush_pos/brush_size; vec2 bv = (brush_ppos-brush_pos)/brush_size; vec2 p = UV/brush_size; float x = clamp(dot(p-b, bv)/dot(bv, bv), 0.0, 1.0); vec2 local_uv = p-(b+x*bv); vec2 local_uv2 = p-b-bv; mat2 texture_rotation = mat2(vec2(cos(pattern_angle), sin(pattern_angle)), vec2(-sin(pattern_angle), cos(pattern_angle))); local_uv = texture_rotation*local_uv; vec2 stamp_limit = step(abs(local_uv), vec2(1.0)); float a = stamp_limit.x*stamp_limit.y; COLOR = pattern_function(0.5*texture_rotation*local_uv2+vec2(0.5)) * vec4(vec3(1.0), brush(0.5*local_uv+vec2(0.5))); }