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blood-and-mortar/assets/shaders/outline.tres

81 lines
2.5 KiB
Text

[gd_resource type="VisualShader" load_steps=4 format=3 uid="uid://cyfnxkbtd6ehn"]
[sub_resource type="VisualShaderNodeExpression" id="VisualShaderNodeExpression_pnln1"]
size = Vector2(400, 260)
expression = "float base = texture(tex, uv).a;
border = texture(tex, uv + vec2(TEXTURE_PIXEL_SIZE.x, 0.0)).a;
border += texture(tex, uv - vec2(TEXTURE_PIXEL_SIZE.x, 0.0)).a;
border += texture(tex, uv + vec2(0.0, TEXTURE_PIXEL_SIZE.y)).a;
border += texture(tex, uv - vec2(0.0, TEXTURE_PIXEL_SIZE.y)).a;
if (base < 0.5 && border > 0.5) {
border = 1.0;
} else {
border = 0.0;
}"
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_dxtqj"]
input_name = "texture"
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_ebc8y"]
output_port_for_preview = 0
input_name = "uv"
[resource]
code = "shader_type canvas_item;
render_mode blend_mix;
void fragment() {
// Input:4
vec2 n_out4p0 = UV;
float n_out2p0;
// Expression:2
n_out2p0 = 0.0;
{
float base = texture(TEXTURE, n_out4p0).a;
n_out2p0 = texture(TEXTURE, n_out4p0 + vec2(TEXTURE_PIXEL_SIZE.x, 0.0)).a;
n_out2p0 += texture(TEXTURE, n_out4p0 - vec2(TEXTURE_PIXEL_SIZE.x, 0.0)).a;
n_out2p0 += texture(TEXTURE, n_out4p0 + vec2(0.0, TEXTURE_PIXEL_SIZE.y)).a;
n_out2p0 += texture(TEXTURE, n_out4p0 - vec2(0.0, TEXTURE_PIXEL_SIZE.y)).a;
if (base < 0.5 && n_out2p0 > 0.5) {
n_out2p0 = 1.0;
} else {
n_out2p0 = 0.0;
}
}
// Output:0
COLOR.rgb = vec3(n_out2p0);
}
"
graph_offset = Vector2(29.7429, 470.485)
mode = 1
flags/light_only = false
nodes/fragment/0/position = Vector2(500, 360)
nodes/fragment/2/node = SubResource("VisualShaderNodeExpression_pnln1")
nodes/fragment/2/position = Vector2(80, 380)
nodes/fragment/2/size = Vector2(400, 260)
nodes/fragment/2/input_ports = "0,8,tex;1,3,uv;"
nodes/fragment/2/output_ports = "0,0,border;"
nodes/fragment/2/expression = "float base = texture(tex, uv).a;
border = texture(tex, uv + vec2(TEXTURE_PIXEL_SIZE.x, 0.0)).a;
border += texture(tex, uv - vec2(TEXTURE_PIXEL_SIZE.x, 0.0)).a;
border += texture(tex, uv + vec2(0.0, TEXTURE_PIXEL_SIZE.y)).a;
border += texture(tex, uv - vec2(0.0, TEXTURE_PIXEL_SIZE.y)).a;
if (base < 0.5 && border > 0.5) {
border = 1.0;
} else {
border = 0.0;
}"
nodes/fragment/3/node = SubResource("VisualShaderNodeInput_dxtqj")
nodes/fragment/3/position = Vector2(-160, 340)
nodes/fragment/4/node = SubResource("VisualShaderNodeInput_ebc8y")
nodes/fragment/4/position = Vector2(-180, 420)
nodes/fragment/connections = PackedInt32Array(3, 0, 2, 0, 4, 0, 2, 1, 2, 0, 0, 0)