[gd_resource type="Shader" format=2] [resource] code = " shader_type canvas_item; uniform vec4 color : hint_color = vec4(1.0); uniform float width : hint_range(0, 10) = 1.0; uniform int pattern : hint_range(0, 2) = 0; // diamond, circle, square uniform bool inside = false; uniform bool add_margins = true; // only useful when inside is false void vertex() { if (add_margins) { VERTEX += (UV * 2.0 - 1.0) * width; } } bool hasContraryNeighbour(vec2 uv, vec2 texture_pixel_size, sampler2D texture) { for (float i = -ceil(width); i <= ceil(width); i++) { float x = abs(i) > width ? width * sign(i) : i; float offset; if (pattern == 0) { offset = width - abs(x); } else if (pattern == 1) { offset = floor(sqrt(pow(width + 0.5, 2) - x * x)); } else if (pattern == 2) { offset = width; } for (float j = -ceil(offset); j <= ceil(offset); j++) { float y = abs(j) > offset ? offset * sign(j) : j; vec2 xy = uv + texture_pixel_size * vec2(x, y); if ((xy != clamp(xy, vec2(0.0), vec2(1.0)) || texture(texture, xy).a == 0.0) == inside) { return true; } } } return false; } void fragment() { vec2 uv = UV; if (add_margins) { vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(width * 2.0)); uv = (uv - texture_pixel_size * width) * 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); } if ((COLOR.a > 0.0) == inside && hasContraryNeighbour(uv, TEXTURE_PIXEL_SIZE, TEXTURE)) { COLOR.rgb = inside ? mix(COLOR.rgb, color.rgb, color.a) : color.rgb; COLOR.a += (1.0 - COLOR.a) * color.a; } }"