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2026-09-10 10:59:37 +03:00

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