23 lines
828 B
Plaintext
23 lines
828 B
Plaintext
shader_type canvas_item;
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render_mode unshaded;
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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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vec2 size = SCREEN_PIXEL_SIZE * float(line_thickness*4.0);
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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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}
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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 = .1 * (line_alpha / div);
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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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} |