shader_type canvas_item; render_mode blend_disabled, unshaded; uniform sampler2D tex2view_tex; uniform float texture_size = 512.0; uniform sampler2D seams : hint_white; uniform float seams_multiplier = 256.0; 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; uniform bool erase = false; uniform bool fill = false; uniform float pressure = 1.0; 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; uniform 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; // 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); } uniform sampler2D brush_texture : hint_white; vec4 pattern_function(vec2 uv) { return texture(brush_texture, uv); } // END_PATTERN float brush(vec2 uv) { return clamp(brush_opacity*brush_function(uv)/(1.0-brush_hardness), 0.0, 1.0); } void fragment() { // Get UV from seams texture vec2 seams_value = texture(seams, UV).xy-vec2(0.5); vec2 uv = fract(UV+seams_value*seams_multiplier/texture_size); // Get View position vec4 tex2view = texture(tex2view_tex, uv); vec2 xy = tex2view.xy; // Get distance to brush center vec2 b = brush_pos/brush_size; vec2 bv = (brush_ppos-brush_pos)/brush_size; vec2 p = xy/brush_size; float x = clamp(dot(p-b, bv)/dot(bv, bv), 0.0, 1.0); // Get position in brush vec2 local_uv = p-(b+x*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 local_uv2 = p-b-bv; local_uv2 = texture_rotation*local_uv2; vec2 stamp_limit = step(abs(local_uv), vec2(1.0)); vec4 color = pattern_function(0.5*local_uv2+vec2(0.5)); float a = fill ? 1.0 : stamp_limit.x*stamp_limit.y*brush(0.5*local_uv+vec2(0.5))*color.a*tex2view.z; vec4 screen_color = texture(SCREEN_TEXTURE, UV); if (erase) { COLOR = vec4(screen_color.xyz, max(screen_color.a-a, 0.0)); } else { float alpha_sum = min(1.0, a + screen_color.a); COLOR = vec4((color.xyz*a+screen_color.xyz*(vec3(alpha_sum)-a))/alpha_sum, alpha_sum); } }