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