shader_type canvas_item; render_mode unshaded; uniform float line_thickness : hint_range(0.0, 100.0); uniform vec4 line_color : source_color = vec4(1.0); uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; void fragment() { vec2 size = SCREEN_PIXEL_SIZE * float(line_thickness*4.0); float line_alpha = 0.0; for (float i = -size.x; i <= size.x; i += SCREEN_PIXEL_SIZE.x) { for (float j = -size.y; j <= size.y; j += SCREEN_PIXEL_SIZE.y) { line_alpha += texture(screen_texture, SCREEN_UV + vec2(i, j)).a; } } float div = size.x*2.0/SCREEN_PIXEL_SIZE.x + size.y*2.0/SCREEN_PIXEL_SIZE.y; line_alpha = .1 * (line_alpha / div); vec4 colour = texture(screen_texture, SCREEN_UV); vec4 outline = vec4(line_color.rgb, min(line_alpha, 1.0)); COLOR *= mix(outline, colour, colour.a); }