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outline.gdshader
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outline.gdshader
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shader_type canvas_item;
render_mode unshaded;
uniform vec4 color : source_color = vec4(1.0);
uniform float width : hint_range(0, 10) = 2.0;
uniform int pattern : hint_range(0, 2) = 0; // diamond, circle, square
uniform bool inside = false;
uniform bool add_margins = true; // only useful when inside is false
uniform bool enabled = false;
void vertex() {
if (enabled && add_margins) {
VERTEX += (UV * 2.0 - 1.0) * width;
}
}
bool hasContraryNeighbour(vec2 uv, vec2 texture_pixel_size, sampler2D texture) {
for (float i = -ceil(width); i <= ceil(width); i++) {
float x = abs(i) > width ? width * sign(i) : i;
float offset;
if (pattern == 0) {
offset = width - abs(x);
} else if (pattern == 1) {
offset = floor(sqrt(pow(width + 0.5, 2) - x * x));
} else if (pattern == 2) {
offset = width;
}
for (float j = -ceil(offset); j <= ceil(offset); j++) {
float y = abs(j) > offset ? offset * sign(j) : j;
vec2 xy = uv + texture_pixel_size * vec2(x, y);
if ((xy != clamp(xy, vec2(0.0), vec2(1.0)) || texture(texture, xy).a == 0.0) == inside) {
return true;
}
}
}
return false;
}
void fragment() {
if (enabled) {
vec2 uv = UV;
if (add_margins) {
vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(width * 2.0));
uv = (uv - texture_pixel_size * width) * TEXTURE_PIXEL_SIZE / texture_pixel_size;
if (uv != clamp(uv, vec2(0.0), vec2(1.0))) {
COLOR.a = 0.0;
} else {
COLOR = texture(TEXTURE, uv);
}
} else {
COLOR = texture(TEXTURE, uv);
}
if ((COLOR.a > 0.0) == inside && hasContraryNeighbour(uv, TEXTURE_PIXEL_SIZE, TEXTURE)) {
COLOR.rgb = inside ? mix(COLOR.rgb, color.rgb, color.a) : color.rgb;
COLOR.a += (1.0 - COLOR.a) * color.a;
}
}
}