Re-organizing the Resources folder. Part 1. (#1234)
* First commit * Lockers * Lockers electric boogaloo * Crates and Lockers * Almost finishing the Textures folder * Updating texture paths. Reminder to fix: * Lockers * Windows * Vending Machines * APC * Catwalks * Bedsheets and Cloaks * Status effects * dont know what happened here * Commit before merge * re-organizing * Lockers broken * Commit before merge * Submodule * renaming * Fixing most issues * forgot these ones * Updating submodule * typo * Fixing some paths * fixing some paths * updating submodule * (hopefully) fixing the submodule
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77
Resources/Textures/Shaders/outline.swsl
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77
Resources/Textures/Shaders/outline.swsl
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// Taken from the godot-demo-projects repo.
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// GODOT ENGINE
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// http://www.godotengine.org
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//
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// ************************************************************************
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//
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// Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.
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//
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// Permission is hereby granted, free of charge, to any person obtaining
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// a copy of this software and associated documentation files (the
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// "Software"), to deal in the Software without restriction, including
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// without limitation the rights to use, copy, modify, merge, publish,
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// distribute, sublicense, and/or sell copies of the Software, and to
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// permit persons to whom the Software is furnished to do so, subject to
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// the following conditions:
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//
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// The above copyright notice and this permission notice shall be
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// included in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//************************************************************************
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light_mode unshaded;
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//shader_type canvas_item;
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uniform float outline_width = 2.0;
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// TODO: implement that hint_color thingy.
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//uniform vec4 outline_color: hint_color;
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uniform vec4 outline_color=vec4(1,0,0,0.33);
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void fragment() {
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vec4 col = texture(TEXTURE, UV);
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vec2 ps = TEXTURE_PIXEL_SIZE;
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float a;
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float maxa = col.a;
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float mina = col.a;
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a = texture(TEXTURE, UV + vec2(0, -outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(-outline_width, -outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(0, outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(outline_width, -outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(-outline_width,0)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(-outline_width, outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(outline_width, 0)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(outline_width, outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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COLOR = mix(col, outline_color, maxa-col.a);
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}
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