37 lines
No EOL
1 KiB
Text
37 lines
No EOL
1 KiB
Text
shader_type canvas_item;
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uniform vec2 speed = vec2(0.0, 0.0);
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uniform vec2 ammount = vec2(0.0, 0.0);
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uniform vec2 offset = vec2(0.0, 0.0);
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uniform vec2 delay = vec2(0.0, 0.0);
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uniform vec4 border_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0);
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uniform bool border_corners = false;
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bool is_border(sampler2D tex, vec2 uv, vec2 pixel_size) {
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float check = texture(tex, uv + vec2(pixel_size.x, 0.0)).a;
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check += texture(tex, uv + vec2(-pixel_size.x, 0.0)).a;
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check += texture(tex, uv + vec2(0.0, pixel_size.y)).a;
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check += texture(tex, uv + vec2(0.0, -pixel_size.y)).a;
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if (border_corners) {
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check += texture(tex, uv + pixel_size).a;
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check += texture(tex, uv - pixel_size).a;
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check += texture(tex, uv + vec2(pixel_size.x, -pixel_size.y)).a;
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check += texture(tex, uv + vec2(-pixel_size.x, pixel_size.y)).a;
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}
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return check > 0.0;
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}
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void vertex() {
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VERTEX += sin(speed * (delay + TIME)) * ammount + offset;
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}
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void fragment() {
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COLOR = texture(TEXTURE, UV);
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if (COLOR.a == 0.0 && is_border(TEXTURE, UV, TEXTURE_PIXEL_SIZE)) {
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COLOR = border_color;
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}
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} |