shader_type canvas_item;
uniform float width: hint_range(0.0, 10.0);
uniform vec4 color: hint_color;
void fragment() {
vec4 textureColor = texture(TEXTURE, SCREEN_UV, 0.0);
if (textureColor.a == 0.0){
bool isFinish = false;
vec2 screen = width * SCREEN_PIXEL_SIZE;
for (float x = -screen.x; x <= screen.x && !isFinish; x += SCREEN_PIXEL_SIZE.x) {
for (float y = -screen.y; y <= screen.y && !isFinish; y += SCREEN_PIXEL_SIZE.y) {
vec4 textureOutline = texture(TEXTURE, SCREEN_UV + vec2(x, y), 0.0);
if ( textureOutline.a != 0.0) {
COLOR = color;
isFinish = true;
}
}
}
if (!isFinish) {
COLOR = vec4(0, 0, 0, 0);
}
} else {
COLOR = vec4(0, 0, 0, 0);
}
}
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