// Taken and modified from https://godotshaders.com/shader/2d-outline-inline/ // Also thanks to https://andreashackel.de/tech-art/stripes-shader-1/ for the stripe tutorial shader_type canvas_item; uniform vec4 first_color : hint_color = vec4(1.0); uniform vec4 second_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0); uniform bool animated = true; uniform float width : hint_range(0, 2) = 0.05; uniform float frequency = 50.0; uniform float stripe_direction : hint_range(0, 1) = 0.5; bool hasContraryNeighbour(vec2 uv, vec2 texture_pixel_size, sampler2D texture) { float i = -ceil(width); float j = ceil(width); float x1 = abs(i) > width ? width * sign(i) : i; float x2 = abs(j) > width ? width * sign(j) : j; float y1 = abs(i) > width ? width * sign(i) : i; float y2 = abs(j) > width ? width * sign(j) : j; vec2 xy1 = uv + texture_pixel_size * vec2(x1, y1); vec2 xy2 = uv + texture_pixel_size * vec2(x2, y2); if (xy1 != clamp(xy1, vec2(0.0), vec2(1.0)) || texture(texture, xy1).a == 0.0 || xy2 != clamp(xy2, vec2(0.0), vec2(1.0)) || texture(texture, xy2).a == 0.0) { return true; } return false; } void fragment() { vec2 uv = UV; COLOR = texture(TEXTURE, uv); if ((COLOR.a > 0.0) == true && hasContraryNeighbour(uv, TEXTURE_PIXEL_SIZE, TEXTURE)) { vec4 final_color = first_color; // Generate diagonal stripes if(animated) uv -= TIME / frequency; float pos = mix(uv.x, uv.y, stripe_direction) * frequency; float value = floor(fract(pos) + 0.5); if (mod(value, 2.0) == 0.0) final_color = second_color; COLOR.rgb = mix(COLOR.rgb, final_color.rgb, final_color.a); COLOR.a += (1.0 - COLOR.a) * final_color.a; } else { // Erase the texture's pixels in order to only keep the outline visible COLOR.a = 0.0; } }