49 lines
1.0 KiB
Plaintext
49 lines
1.0 KiB
Plaintext
shader_type canvas_item;
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render_mode blend_premul_alpha;
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uniform int hide_mode : hint_range(0, 1) = 0;
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uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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uniform vec4 invert_outline_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform vec2 pixel_size = vec2(0.001953125, 0.001953125);
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void fragment() {
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vec4 color = texture(TEXTURE, UV) * COLOR;
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#ifdef ALPHA_CLIP
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if (color.a < 0.001)
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discard;
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#endif
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if (hide_mode > 0) {
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color.r = 0.0;
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color.g = 0.0;
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color.b = 0.0;
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}
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if (color.a > 0.99) {
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COLOR = color;
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} else {
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float max_alpha = 0.0;
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for (int x = -2; x <= 2; x++) {
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for (int y = -2; y <= 2; y++) {
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if (x == 0 && y == 0)
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continue;
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vec2 offset = vec2(float(x), float(y)) * pixel_size;
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float neighbor_alpha = texture(TEXTURE, UV + offset).a;
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max_alpha = max(max_alpha, neighbor_alpha);
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}
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}
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if (max_alpha > 0.99) {
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if (hide_mode > 0)
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COLOR = invert_outline_color;
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else
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COLOR = outline_color;
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} else {
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COLOR = color;
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}
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}
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}
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