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69 changes: 69 additions & 0 deletions godot/Shaders/outline2D.shader
Original file line number Diff line number Diff line change
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shader_type canvas_item;

const int Inner = 1;
const int Outer = 2;

// TODO: Add support for struct uniforms in shaders: https://github.com/godotengine/godot/pull/93603
//struct Outline {
//bool inner;
//bool outer;
//};
//uniform Outline outline_type;

/**
1 = Inner Outline
2 = Outer Outline
3 = Inner + Outer Outline
*/
uniform int outline_type: hint_range(1, 3) = 3;
uniform bool enabled = true;
uniform vec4 line_color : source_color = vec4(1);
uniform float line_thickness : hint_range(0, 10) = 1.0;

const vec2 OFFSETS[8] = {
vec2(-1, -1), vec2(-1, 0), vec2(-1, 1), vec2(0, -1), vec2(0, 1),
vec2(1, -1), vec2(1, 0), vec2(1, 1)
};

vec4 apply_shader(sampler2D txtr, vec2 txtr_pixel_size, vec4 color, vec2 uv) {
bool apply_inner = bool(outline_type & Inner);
bool apply_outer = bool(outline_type & Outer);

vec2 size = txtr_pixel_size * line_thickness / 2.0;

float inline = 1.0;
float outline = apply_inner && !apply_outer ? 1.0 : 0.0;
for (int i = 0; i < OFFSETS.length(); i++) {
float sample = texture(txtr, uv + size * OFFSETS[i]).a;

// outer and inner_outer outline
if (apply_outer) outline += sample;
else if (apply_inner) outline *= sample;

if (apply_inner && apply_outer) inline *= sample;
}

if (apply_inner && apply_outer) {
outline = min(1.0, outline) - color.a;
inline = (1.0 - inline) * color.a;
}
else if (apply_outer) outline = min(outline, 1.0);
else if (apply_inner) outline = 1.0 - outline;

float mix_value;
if (apply_inner && apply_outer) mix_value = outline + inline;
else if (apply_inner) mix_value = outline * color.a;
else if (apply_outer) mix_value = outline - color.a;

vec4 outlined_result = mix(color, line_color, mix_value);
// inner and inner_outer outline
if (apply_inner) {
outlined_result = mix(color, outlined_result, outlined_result.a);
}
return outlined_result;
}

void fragment() {
if (enabled) COLOR = apply_shader(TEXTURE, TEXTURE_PIXEL_SIZE, COLOR, UV);
else COLOR = COLOR;
}