2022-04-27 11:48:31 +00:00
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[gd_resource type="Shader" format=2]
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[resource]
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code = "shader_type canvas_item;
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2022-05-03 22:02:20 +00:00
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render_mode unshaded;
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2022-04-27 11:48:31 +00:00
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uniform vec2 shadow_offset; // Offset, in pixel coordinate [0, 1, 2, and so on]
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uniform vec4 shadow_color;
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uniform sampler2D selection;
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void fragment() {
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vec2 offset = shadow_offset * TEXTURE_PIXEL_SIZE; // Normalize shadow_offset to [0..1]
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vec4 original = texture(TEXTURE, UV); // Original texture
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float shadow = texture(TEXTURE, UV - offset).a; // Shadow, alpha only
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shadow *= shadow_color.a; // Multiply this mask by shadow alpha
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shadow = mix(0.0, shadow, texture(selection, UV).a); // Clip shadow by selection mask
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2022-05-03 22:02:20 +00:00
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shadow = mix(shadow, 0.0, original.a); // Erase shadow alpha on original area
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2022-04-27 11:48:31 +00:00
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2022-05-03 22:02:20 +00:00
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// Make a border to prevent stretching pixels on the edge
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vec2 border_uv = UV - offset;
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border_uv -= 0.5;
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border_uv *= 2.0;
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border_uv = abs(border_uv);
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float border = max(border_uv.x, border_uv.y);
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border = floor(border);
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border = 1.0 - clamp(border, 0.0, 1.0);
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shadow *= border; // Clip shadow by border so no more stretching
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COLOR.rgb = mix(original.rgb, shadow_color.rgb, shadow); // Set color on shadow area
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2022-04-27 11:48:31 +00:00
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COLOR.a = mix(original.a, 1.0, shadow); // Combine alpha
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}"
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