remove old water_bomb_model, put shaders into /assets/
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32
assets/shaders/interactivity_outline2.gdshader
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32
assets/shaders/interactivity_outline2.gdshader
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@ -0,0 +1,32 @@
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shader_type spatial;
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uniform float width : hint_range(0.0, 16.0);
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uniform vec4 outline_color : source_color;
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uniform sampler2D albedo_texture : source_color, filter_nearest;
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void vertex() {
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MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], vec4(0, 1, 0, 0), INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);
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}
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/* thanks gdquest */
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void fragment() {
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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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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(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, 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, 0.0)).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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ALBEDO = final_color;
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ALPHA = clamp(alpha, 0.0, 1.0);
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}
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