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- shader_type canvas_item;
- uniform vec4 color : source_color = vec4(1.0);
- uniform float width : hint_range(0, 100) = 1.0;
- uniform int pattern : hint_range(0, 2) = 0; // diamond, circle, square
- uniform bool inside = false;
- uniform bool add_margins = true; // only useful when inside is false
- void vertex() {
- if (add_margins) {
- VERTEX += (UV * 2.0 - 1.0) * width;
- }
- }
- bool hasContraryNeighbour(vec2 uv, vec2 texture_pixel_size, sampler2D texture) {
- for (float i = -ceil(width); i <= ceil(width); i++) {
- float x = abs(i) > width ? width * sign(i) : i;
- float offset;
-
- if (pattern == 0) {
- offset = width - abs(x);
- } else if (pattern == 1) {
- offset = floor(sqrt(pow(width + 0.5, 2) - x * x));
- } else if (pattern == 2) {
- offset = width;
- }
-
- for (float j = -ceil(offset); j <= ceil(offset); j++) {
- float y = abs(j) > offset ? offset * sign(j) : j;
- vec2 xy = uv + texture_pixel_size * vec2(x, y);
-
- if ((xy != clamp(xy, vec2(0.0), vec2(1.0)) || texture(texture, xy).a == 0.0) == inside) {
- return true;
- }
- }
- }
-
- return false;
- }
- void fragment() {
- vec2 uv = UV;
-
- if (add_margins) {
- vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(width * 2.0));
-
- uv = (uv - texture_pixel_size * width) * TEXTURE_PIXEL_SIZE / texture_pixel_size;
-
- if (uv != clamp(uv, vec2(0.0), vec2(1.0))) {
- COLOR.a = 0.0;
- } else {
- COLOR = texture(TEXTURE, uv);
- }
- } else {
- COLOR = texture(TEXTURE, uv);
- }
-
- if ((COLOR.a > 0.0) == inside && hasContraryNeighbour(uv, TEXTURE_PIXEL_SIZE, TEXTURE)) {
- COLOR.rgb = inside ? mix(COLOR.rgb, color.rgb, color.a) : color.rgb;
- COLOR.a += (1.0 - COLOR.a) * color.a;
- }
- }
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