no depth test in viewmodel item thing
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5a4e09d6d1
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14d2399163
@ -13,9 +13,9 @@ void vertex() {
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/* thanks gdquest */
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/* thanks gdquest */
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void fragment() {
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void fragment() {
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vec2 size = vec2(width) / vec2(textureSize(albedo_texture, 0));
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vec2 size = vec2(width) / vec2(textureSize(albedo_texture, 0));
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vec4 sprite_color = texture(albedo_texture, UV);
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vec4 sprite_color = texture(albedo_texture, UV);
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float alpha = sprite_color.a;
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float alpha = sprite_color.a;
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alpha += texture(albedo_texture, UV + vec2(0.0, -size.y)).a;
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alpha += texture(albedo_texture, UV + vec2(0.0, -size.y)).a;
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alpha += texture(albedo_texture, UV + vec2(size.x, -size.y)).a;
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alpha += texture(albedo_texture, UV + vec2(size.x, -size.y)).a;
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@ -25,7 +25,7 @@ void fragment() {
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alpha += texture(albedo_texture, UV + vec2(-size.x, size.y)).a;
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alpha += texture(albedo_texture, UV + vec2(-size.x, size.y)).a;
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alpha += texture(albedo_texture, UV + vec2(-size.x, 0.0)).a;
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alpha += texture(albedo_texture, UV + vec2(-size.x, 0.0)).a;
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alpha += texture(albedo_texture, UV + vec2(-size.x, -size.y)).a;
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alpha += texture(albedo_texture, UV + vec2(-size.x, -size.y)).a;
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vec3 final_color = mix(outline_color.rgb, sprite_color.rgb, sprite_color.a);
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vec3 final_color = mix(outline_color.rgb, sprite_color.rgb, sprite_color.a);
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ALBEDO = final_color;
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ALBEDO = final_color;
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ALPHA = clamp(alpha, 0.0, 1.0);
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ALPHA = clamp(alpha, 0.0, 1.0);
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@ -42,6 +42,7 @@ shader_parameter/size = 1.24
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_x7r08"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_x7r08"]
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resource_local_to_scene = true
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resource_local_to_scene = true
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next_pass = SubResource("ShaderMaterial_nch7m")
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next_pass = SubResource("ShaderMaterial_nch7m")
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no_depth_test = true
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albedo_color = Color(0.0936238, 0.825356, 1, 1)
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albedo_color = Color(0.0936238, 0.825356, 1, 1)
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metallic = 0.8
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metallic = 0.8
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roughness = 0.4
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roughness = 0.4
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