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Kalulu/resources/shaders/outline_shader.gdshader
T
2024-09-24 10:13:39 +02:00

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shader_type canvas_item;
uniform bool rainbow = false; //Activate the rainbow or select you color
uniform vec4 line_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);//color line
uniform float line_scale : hint_range(0, 20) = 1.2; // thickness of the line
uniform float frequency : hint_range(0.0, 2.0) = 0.5; // frequency of the rainbow
uniform float light_offset : hint_range(0.00001, 1.0) = 0.5; // this offsets all color channels;
uniform float alpha : hint_range(0.0, 1.0) = 1.0;
void fragment() {
vec2 size = TEXTURE_PIXEL_SIZE * line_scale;
float outline = texture(TEXTURE, UV + vec2(-size.x, 0)).a;
outline += texture(TEXTURE, UV + vec2(0, size.y)).a;
outline += texture(TEXTURE, UV + vec2(size.x, 0)).a;
outline += texture(TEXTURE, UV + vec2(0, -size.y)).a;
outline += texture(TEXTURE, UV + vec2(-size.x, size.y)).a;
outline += texture(TEXTURE, UV + vec2(size.x, size.y)).a;
outline += texture(TEXTURE, UV + vec2(-size.x, -size.y)).a;
outline += texture(TEXTURE, UV + vec2(size.x, -size.y)).a;
outline = min(outline, 1.0);
vec4 animated_line_color = vec4(light_offset + sin(2.0*3.14*frequency*TIME),
light_offset + sin(2.0*3.14*frequency*TIME + radians(120.0)),
light_offset + sin(2.0*3.14*frequency*TIME + radians(240.0)),
alpha);
vec4 color = texture(TEXTURE, UV);
if (rainbow == true){//if rainbow is activated
COLOR = mix(color, animated_line_color, outline - color.a);
}
if (rainbow == false){//if rainbow not is activated and you pick a color
COLOR = mix(color, line_color , outline - color.a);
}
}