// 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. // //************************************************************************ light_mode unshaded; //shader_type canvas_item; uniform float outline_width = 2.0; // TODO: implement that hint_color thingy. //uniform vec4 outline_color: hint_color; uniform vec4 outline_color=vec4(1,0,0,0.33); void fragment() { vec4 col = texture(TEXTURE, UV); vec2 ps = TEXTURE_PIXEL_SIZE; float a; float maxa = col.a; float mina = col.a; a = texture(TEXTURE, UV + vec2(0, -outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture(TEXTURE, UV + vec2(-outline_width, -outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture(TEXTURE, UV + vec2(0, outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture(TEXTURE, UV + vec2(outline_width, -outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture(TEXTURE, UV + vec2(-outline_width,0)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture(TEXTURE, UV + vec2(-outline_width, outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture(TEXTURE, UV + vec2(outline_width, 0)*ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture(TEXTURE, UV + vec2(outline_width, outline_width)*ps).a; maxa = max(a, maxa); mina = min(a, mina); COLOR = mix(col, outline_color, maxa-col.a); }