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tekton/assets/shaders/outline3d.gdshader

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shader_type spatial;
render_mode cull_front, unshaded;
uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float thickness : hint_range(0.0, 10.0) = 5.0; // Thickness in pixels
void vertex() {
// Calculate the vertex position and normal in projection space
vec4 clip_position = PROJECTION_MATRIX * (MODELVIEW_MATRIX * vec4(VERTEX, 1.0));
vec3 clip_normal = mat3(PROJECTION_MATRIX) * (mat3(MODELVIEW_MATRIX) * NORMAL);
// Normalize the normal vector and convert to pixel space
vec2 clip_norm = normalize(clip_normal.xy);
vec2 pixel_size = 1.0 / VIEWPORT_SIZE;
// Multiply by W to keep pixel size constant across distances
clip_position.xy += clip_norm * pixel_size * thickness * clip_position.w;
POSITION = clip_position;
}
void fragment() {
ALBEDO = outline_color.rgb;
}