shader_type canvas_item; uniform vec4 color : source_color = vec4(1.0); uniform float width : hint_range(0, 10) = 1.0; uniform int pattern : hint_range(0, 2) = 0; // diamond, circle, square uniform bool inside = false; uniform bool add_margins = true; // only useful when inside is false uniform vec2 number_of_images = vec2(1.0); // number of horizontal and vertical images in the sprite sheet varying flat vec4 modulate; void vertex() { modulate = COLOR; if (add_margins) { if ((UV.x <= 0.0 || UV.x >= 1.0) && (UV.y <= 0.0 || UV.y >= 1.0)) { VERTEX += (UV * 2.0 - 1.0) * width; } else { VERTEX += sign(VERTEX) * width; // replace sign(VERTEX) by (sign(VERTEX) * 2.0 - 1.0) if your AnimatedSprite2D isn't Centered } } } bool hasContraryNeighbour(vec2 uv, vec2 texture_pixel_size, vec2 image_top_left, vec2 image_bottom_right, sampler2D texture) { for (float i = -ceil(width); i <= ceil(width); i++) { float x = abs(i) > width ? width * sign(i) : i; float offset; if (pattern == 0) { offset = width - abs(x); } else if (pattern == 1) { offset = floor(sqrt(pow(width + 0.5, 2) - x * x)); } else if (pattern == 2) { offset = width; } for (float j = -ceil(offset); j <= ceil(offset); j++) { float y = abs(j) > offset ? offset * sign(j) : j; vec2 xy = uv + texture_pixel_size * vec2(x, y); if ((xy != clamp(xy, image_top_left, image_bottom_right) || texture(texture, xy).a <= 0.0) == inside) { return true; } } } return false; } void fragment() { vec2 uv = UV; vec2 image_top_left = floor(uv * number_of_images) / number_of_images; vec2 image_bottom_right = image_top_left + vec2(1.0) / number_of_images; if (add_margins) { vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(width * 2.0) * number_of_images); uv = (uv - texture_pixel_size * width - image_top_left) * TEXTURE_PIXEL_SIZE / texture_pixel_size + image_top_left; if (uv != clamp(uv, image_top_left, image_bottom_right)) { COLOR.a = 0.0; } else { COLOR = texture(TEXTURE, uv) * modulate; } } else { COLOR = texture(TEXTURE, uv) * modulate; } if ((COLOR.a > 0.0) == inside && hasContraryNeighbour(uv, TEXTURE_PIXEL_SIZE, image_top_left, image_bottom_right, TEXTURE)) { COLOR.rgb = inside ? mix(COLOR.rgb, color.rgb * modulate.rgb, color.a * modulate.a) : color.rgb * modulate.rgb; COLOR.a += (1.0 - COLOR.a) * color.a * modulate.a; } }