hero-mark-2/shaders/recolor_border.shader

35 lines
1.1 KiB
GLSL

shader_type canvas_item;
uniform sampler2D palette : hint_albedo;
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 fragment() {
vec4 color = texture(TEXTURE, UV);
// fucked up lighting change to make blood work perfectly
if (AT_LIGHT_PASS) {
COLOR = vec4(1.0, 1.0, 1.0, color.a);
} else if (color.a == 0.0 && is_border(TEXTURE, UV, TEXTURE_PIXEL_SIZE)) {
COLOR = border_color;
} else {
COLOR = texture(palette, color.rg );
COLOR.a = color.a;
}
}