shader_type canvas_item; uniform vec4 line_color : source_color = vec4(1); uniform float line_thickness : hint_range(0, 20) = 0.0; uniform bool add_margins = true; void vertex() { if (add_margins) { VERTEX += (UV * 2.0 - 1.0) * line_thickness; } } void fragment() { vec2 uv = UV; if (add_margins) { vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(line_thickness * 2.0)); uv = (uv - texture_pixel_size * line_thickness) * TEXTURE_PIXEL_SIZE / texture_pixel_size; if (uv != clamp(uv, vec2(0.0), vec2(1.0))) { COLOR.a = 0.0; } else { COLOR = texture(TEXTURE, uv); } } else { COLOR = texture(TEXTURE, uv); } vec2 size = TEXTURE_PIXEL_SIZE * line_thickness; if (line_thickness < 0.1) { vec4 color = texture(TEXTURE, uv); COLOR = color; } else { float outline = texture(TEXTURE, uv + vec2(-size.x, 0)).a; outline += texture(TEXTURE, uv + vec2(0, size.y)).a; outline += texture(TEXTURE, uv + vec2(size.x, 0)).a; outline += texture(TEXTURE, uv + vec2(0, -size.y)).a; outline += texture(TEXTURE, uv + vec2(-size.x * 0.866, size.y * 0.5)).a; outline += texture(TEXTURE, uv + vec2(-size.x * 0.5, size.y * 0.866)).a; outline += texture(TEXTURE, uv + vec2(size.x * 0.866, size.y * 0.5)).a; outline += texture(TEXTURE, uv + vec2(size.x * 0.5, size.y * 0.866)).a; outline += texture(TEXTURE, uv + vec2(-size.x * 0.866, -size.y * 0.5)).a; outline += texture(TEXTURE, uv + vec2(-size.x * 0.5, -size.y * 0.866)).a; outline += texture(TEXTURE, uv + vec2(size.x * 0.866, -size.y * 0.5)).a; outline += texture(TEXTURE, uv + vec2(size.x * 0.5, -size.y * 0.866)).a; outline = min(outline, 1.0); vec4 color = texture(TEXTURE, uv); COLOR = mix(color, line_color, outline - color.a); } }