48 lines
1.2 KiB
Plaintext
48 lines
1.2 KiB
Plaintext
shader_type canvas_item;
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uniform bool enable = true;
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uniform bool marching_ant = true;
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uniform vec2 zoom_bias;
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uniform sampler2D screen_texture : hint_screen_texture, filter_nearest;
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varying vec2 model_vertex;
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uniform float width : hint_range(0, 2) = 0.05;
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const float C = 0.05;
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void vertex() {
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model_vertex = VERTEX;
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}
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void fragment() {
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if(enable){
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// Outline Margin
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vec2 epsilon = TEXTURE_PIXEL_SIZE / zoom_bias;
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float a = texture(TEXTURE, UV + vec2(-epsilon.x, -epsilon.y)).r;
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a *= texture(TEXTURE, UV + vec2(epsilon.x, -epsilon.y)).r;
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a *= texture(TEXTURE, UV + vec2(epsilon.x, epsilon.y)).r;
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a *= texture(TEXTURE, UV + vec2(-epsilon.x, epsilon.y)).r;
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COLOR.a = max(0.0, COLOR.r - a);
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COLOR.a = min(0.5, COLOR.a);
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// Outline
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vec4 screen = texture(screen_texture, SCREEN_UV);
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float value = max(max(screen.r, screen.g), screen.b);
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value = step(0.5, value);
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// Marching ant
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vec2 uv = UV * zoom_bias * C / TEXTURE_PIXEL_SIZE ;
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uv -= TIME;
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// Generate Checker
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vec2 checker = step(fract(uv), vec2(0.5));
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float ant = mix(1.0 - checker.x, checker.x, checker.y);
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if(!marching_ant){
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ant = 1.0;
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}
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COLOR.rgb = vec3(mix(ant, 1.0 - ant, value));
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}
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}
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