// Taken from the godot-demo-projects repo. // GODOT ENGINE // http://www.godotengine.org // // ************************************************************************ // // Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. // // Permission is hereby granted, free of charge, to any person obtaining // a copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to // permit persons to whom the Software is furnished to do so, subject to // the following conditions: // // The above copyright notice and this permission notice shall be // included in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, // TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE // SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // //************************************************************************ uniform highp float outline_width; // = 2.0; uniform highp vec4 outline_color; // =vec4(1.0,0.0,0.0,0.33); uniform bool outline_fullbright; // =false; uniform highp float light_boost; // = 4.0; uniform highp float light_gamma; // = 1.0; uniform highp float light_whitepoint; // = 1.0; void fragment() { highp vec4 col = zTexture(UV); highp vec2 ps = TEXTURE_PIXEL_SIZE; highp float a; highp float maxa = col.a; highp float mina = col.a; // note: these bypass zTexture because only alpha is queried. a = texture2D(TEXTURE, UV + vec2(0.0, -outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture2D(TEXTURE, UV + vec2(-outline_width, -outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture2D(TEXTURE, UV + vec2(0.0, outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture2D(TEXTURE, UV + vec2(outline_width, -outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture2D(TEXTURE, UV + vec2(-outline_width,0.0)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture2D(TEXTURE, UV + vec2(-outline_width, outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture2D(TEXTURE, UV + vec2(outline_width, 0.0)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture2D(TEXTURE, UV + vec2(outline_width, outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); lowp float sampledLight = outline_fullbright ? 1.0 : clamp( (pow( zGrayscale_BT601(lightSample.rgb) * light_whitepoint, light_gamma) / light_whitepoint ) * light_boost, 0.0, 1.0); COLOR = mix(col, outline_color * vec4(vec3(1.0), sampledLight), maxa - col.a); lightSample = vec3(1.0); }