Created
November 4, 2019 19:37
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shader_type canvas_item; | |
render_mode unshaded; | |
uniform bool Smooth = true; | |
uniform float width : hint_range(0.0, 16) = 1.0; | |
uniform vec4 outline_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0); | |
uniform int pixel_size : hint_range(1, 10) = 4; | |
void fragment() | |
{ | |
vec2 unit = (1.0/float(pixel_size) ) / vec2(textureSize(TEXTURE, 0)); | |
vec4 pixel_color = texture(TEXTURE, UV); | |
if (pixel_color.a == 0.0) { | |
pixel_color = outline_color; | |
pixel_color.a = 0.0; | |
for (float x = -ceil(width); x <= ceil(width); x++) { | |
for (float y = -ceil(width); y <= ceil(width); y++) { | |
if (texture(TEXTURE, UV + vec2(x*unit.x, y*unit.y)).a == 0.0 || (x==0.0 && y==0.0)) { | |
continue; | |
} | |
if (Smooth) { | |
pixel_color.a += outline_color.a / (pow(x,2)+pow(y,2)) * (1.0-pow(2.0, -width)); | |
if (pixel_color.a > 1.0) { | |
pixel_color.a = 1.0; | |
} | |
} else { | |
pixel_color.a = outline_color.a; | |
return | |
} | |
} | |
} | |
} | |
COLOR = pixel_color; | |
} |
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