wibblin' on the border now

This commit is contained in:
Haze Weathers 2023-06-02 20:31:35 -04:00
parent 168eb7814e
commit 463b7952b1

View file

@ -0,0 +1,37 @@
shader_type canvas_item;
uniform vec2 speed = vec2(0.0, 0.0);
uniform vec2 ammount = vec2(0.0, 0.0);
uniform vec2 offset = vec2(0.0, 0.0);
uniform vec2 delay = vec2(0.0, 0.0);
uniform vec4 border_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform bool border_corners = false;
bool is_border(sampler2D tex, vec2 uv, vec2 pixel_size) {
float check = texture(tex, uv + vec2(pixel_size.x, 0.0)).a;
check += texture(tex, uv + vec2(-pixel_size.x, 0.0)).a;
check += texture(tex, uv + vec2(0.0, pixel_size.y)).a;
check += texture(tex, uv + vec2(0.0, -pixel_size.y)).a;
if (border_corners) {
check += texture(tex, uv + pixel_size).a;
check += texture(tex, uv - pixel_size).a;
check += texture(tex, uv + vec2(pixel_size.x, -pixel_size.y)).a;
check += texture(tex, uv + vec2(-pixel_size.x, pixel_size.y)).a;
}
return check > 0.0;
}
void vertex() {
VERTEX += sin(speed * (delay + TIME)) * ammount + offset;
}
void fragment() {
COLOR = texture(TEXTURE, UV);
if (COLOR.a == 0.0 && is_border(TEXTURE, UV, TEXTURE_PIXEL_SIZE)) {
COLOR = border_color;
}
}