new outline shader
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25
Shaders/outline.gdshader
Normal file
25
Shaders/outline.gdshader
Normal file
@@ -0,0 +1,25 @@
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shader_type spatial;
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render_mode cull_front, unshaded;
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uniform bool is_active;
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const vec3 color = vec3(0.95, 0.71, 0.01);
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const float thickness = 0.1;
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void vertex() {
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if(is_active) {
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VERTEX += NORMAL * thickness;
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}
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}
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void fragment() {
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if (is_active) {
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ALBEDO = color;
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ALPHA = 0.5;
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}
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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