shader_type canvas_item; uniform float offset = 0; uniform bool allow_out_of_bounds = true; uniform float outline_thickness: hint_range(0.0, 16.0, 1.0) = 1.0; uniform vec4 outline_color: source_color = vec4(1.0); bool is_inside_usquare(vec2 x) { return x == clamp(x, vec2(0.0), vec2(1.0)); } vec4 blend(vec4 bottom, vec4 top) { float alpha = top.a + bottom.a * (1.0 - top.a); if (alpha < 0.0001) return vec4(0.0); vec3 color = mix(bottom.rgb * bottom.a, top.rgb, top.a) / alpha; return vec4(color, alpha); } void vertex() { float i; float r = modf(TIME * .5 + offset, i); float output_min = 1.0; float output_max = 1.05; r = output_min + r * (output_max - output_min); VERTEX = vec2(980, 540) + VERTEX * r - vec2(980.0 * r,540.0 * r); float ot = modf(outline_thickness, i); if (allow_out_of_bounds) VERTEX += (UV * 2.0 - 1.0) * ot; } void fragment() { float i; float ot = outline_thickness * (1.0 - modf(TIME * .5 + offset, i)); if (ot > 0.0 && outline_color.a > 0.0) { vec2 uv = UV; vec4 texture_color = texture(TEXTURE, UV); if (allow_out_of_bounds) { vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(ot * 2.0)); uv = (uv - texture_pixel_size * ot) * TEXTURE_PIXEL_SIZE / texture_pixel_size; if (is_inside_usquare(uv)) { texture_color = texture(TEXTURE, uv); } else { texture_color = vec4(0.0); } } float alpha = 0.0; for (float y = 1.0; y <= ot; y++) { for (float x = 0.0; x <= y; x++) { if (length(vec2(x, y - 0.5)) > ot) break; float look_at_alpha; vec2 look_at_uv[8] = { uv + vec2(x, y) * TEXTURE_PIXEL_SIZE, uv + vec2(-x, y) * TEXTURE_PIXEL_SIZE, uv + vec2(x, -y) * TEXTURE_PIXEL_SIZE, uv + vec2(-x, -y) * TEXTURE_PIXEL_SIZE, uv + vec2(y, x) * TEXTURE_PIXEL_SIZE, uv + vec2(-y, x) * TEXTURE_PIXEL_SIZE, uv + vec2(y, -x) * TEXTURE_PIXEL_SIZE, uv + vec2(-y, -x) * TEXTURE_PIXEL_SIZE }; for (int i = 0; i < 8; i++) { if (is_inside_usquare(look_at_uv[i])) { look_at_alpha = texture(TEXTURE, look_at_uv[i]).a; if (look_at_alpha > alpha) alpha = look_at_alpha; if (1.0 - alpha < 0.0001) break; } } if (1.0 - alpha < 0.0001) break; } if (1.0 - alpha < 0.0001) break; } vec4 oc = outline_color; float i; float r = modf(TIME * .5 + offset, i); oc.a = outline_color.a * (1.0-r); COLOR = vec4(oc.rgb, (alpha * oc.a) - texture_color.a); } }