shader_type canvas_item; uniform vec3 line_colour: source_color = vec3(1.0); uniform int line_thickness: hint_range(0, 50) = 1; uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; void fragment() { vec2 size = SCREEN_PIXEL_SIZE * float(line_thickness); float line_alpha = 0.0; for (float i = -size.x; i <= size.x; i += SCREEN_PIXEL_SIZE.x) { for (float j = -size.y; j <= size.y; j += SCREEN_PIXEL_SIZE.y) { line_alpha += texture(screen_texture, SCREEN_UV + vec2(i, j)).a; } } vec4 colour = textureLod(screen_texture, SCREEN_UV,0.0); if (colour.a > 0.0001) { colour.rgb /= colour.a; } vec4 outline = vec4(line_colour, min(line_alpha, 1.0)); COLOR *= mix(outline, colour, colour.a); }