Map marker work
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@@ -1,52 +1,23 @@
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shader_type canvas_item;
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render_mode unshaded;
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const vec2 OFFSETS[8] = {
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vec2(-0.71, -0.71),
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vec2(-1, 0),
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vec2(-0.71, 0.71),
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vec2(0, -1),
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vec2(0, 1),
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vec2(0.71, -0.71),
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vec2(1, 0),
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vec2(0.71, 0.71)
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};
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uniform bool ripple = false;
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uniform float line_thickness : hint_range(0.0, 100.0);
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uniform vec4 line_color : source_color = vec4(1.0);
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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void fragment() {
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// Get the size of the pixels on screen, and create a variable for out outline
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vec2 size = line_thickness * SCREEN_PIXEL_SIZE;
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float outline = 0.0;
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// Project in each direction, and add up the alpha of each projection.
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// This is similar to picking a point, hit testing in 8 directions, and
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// returning true if the hit test works
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for (int i = 0; i < OFFSETS.length(); i++) {
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vec2 coordinate_offset = SCREEN_UV + size * OFFSETS[i];
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outline += texture(screen_texture, coordinate_offset).a;
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}
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// Force outline to 1 or 0
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//outline = sign(outline);
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outline = .4 * (outline / 8.0) + .6 * sign(outline);
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// Get the texture from the screen
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vec4 c = texture(screen_texture, SCREEN_UV);
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if(ripple){
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c.rgb = line_color.rgb;
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COLOR = c;
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}else{
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// If the alpha exists at least a little bit, amplify the colors.
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// This ensures alpha and colors remain precise even when reading from screen.
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if (c.a > 0.0001) {
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c.rgb /= c.a;
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vec2 size = SCREEN_PIXEL_SIZE * float(line_thickness*2.0);
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float line_alpha = 0.0;
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for (float i = -size.x; i <= size.x; i += SCREEN_PIXEL_SIZE.x) {
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for (float j = -size.y; j <= size.y; j += SCREEN_PIXEL_SIZE.y) {
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line_alpha += texture(screen_texture, SCREEN_UV + vec2(i, j)).a;
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}
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COLOR = mix(c, line_color, outline - c.a);
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}
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float div = size.x*2.0/SCREEN_PIXEL_SIZE.x + size.y*2.0/SCREEN_PIXEL_SIZE.y;
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line_alpha = .2 * (line_alpha / div) + 0.0 * sign(line_alpha);
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vec4 colour = texture(screen_texture, SCREEN_UV);
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vec4 outline = vec4(line_color.rgb, min(line_alpha, 1.0));
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COLOR *= mix(outline, colour, colour.a);
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}
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