shader_type canvas_item; uniform sampler2D brush_texture : hint_albedo; 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_strength = 0.5; float brush(float v) { return clamp(v / (1.0-brush_strength), 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); float a = 1.0-length(p-(b+x*bv)); a = brush(max(0.0, a)); COLOR = vec4(vec3(1.0), 0.5*a); }