// 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 has_contrary_neighbour(vec2 uv, vec2 texture_pixel_size, sampler2D tex) { 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(tex, xy1).a == 0.0 || xy2 != clamp(xy2, vec2(0.0), vec2(1.0)) || texture(tex, xy2).a == 0.0) { return true; } return false; } void fragment() { COLOR = texture(TEXTURE, UV); vec2 ts = TEXTURE_PIXEL_SIZE; if (COLOR.a > 0.0 && has_contrary_neighbour(UV, ts, TEXTURE)) { vec2 ratio = (ts.x > ts.y) ? vec2(ts.y / ts.x, 1) : vec2(1, ts.x / ts.y); vec2 uv = UV * ratio; if(animated) uv -= TIME / frequency; // Generate diagonal stripes float pos = mix(uv.x, uv.y, stripe_direction) * frequency; float value = floor(fract(pos) + 0.5); COLOR = mix(first_color, second_color, step(1.0, mod(value, 2.0))); } else { // Erase the texture's pixels in order to only keep the outline visible COLOR.a = 0.0; } }