shader_type canvas_item; 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) }; void fragment() { vec2 size = TEXTURE_PIXEL_SIZE * line_thickness / 2.0; vec4 color = texture(TEXTURE, UV); float inline = 1.0; float outline = 0.0; for (int i = 0; i < OFFSETS.length(); i++) { float sample = texture(TEXTURE, UV + size * OFFSETS[i]).a; outline += sample; inline *= sample; } outline = min(1.0, outline) - color.a; inline = (1.0 - inline) * color.a; vec4 outlined_result = mix(color, line_color, outline + inline); COLOR = mix(vec4(0,0,0,1), outlined_result, outlined_result.a); }