[gd_resource type="Shader" format=2] [resource] code = "// Edge-Detection Shader Pass 2 // Here's our fully lit and shaded model, // but through the SCREEN_TEXTURE, we also have the world normals // of all the visible parts of our model that the first pass gives us. // LICENSE: MIT shader_type spatial; render_mode blend_mix,depth_draw_alpha_prepass,cull_back,diffuse_lambert,specular_disabled; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo : hint_albedo; uniform float specular; uniform float metallic; uniform float roughness : hint_range(0,1); uniform float edge_strength : hint_range(0,1) = 0.2; uniform vec4 edge_color : hint_color = vec4(0.5, 0.5, 0.5, 1.0); // essentially a cheap \"lightness\" function // returns the average of red, green and blue color channels float vec3_avg(vec3 color) { return (color.r + color.g + color.b) / 3.0; } // transform a pixel coordinate to screen UV vec2 pixel_to_screen_uv(vec2 viewport_size, vec2 pixel) { return vec2(pixel.x / viewport_size.x, pixel.y / viewport_size.y); } void fragment() { vec4 albedo_tex = texture(texture_albedo, UV); vec2 iuv = vec2(SCREEN_UV.x * VIEWPORT_SIZE.x, SCREEN_UV.y * VIEWPORT_SIZE.y); vec3 neighbour_left = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0, 0))).rgb; vec3 neighbour_right = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0.5, 0))).rgb; vec3 neighbour_top = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0, 0.0))).rgb; vec3 neighbour_bottom = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0, 0.5))).rgb; ALBEDO = albedo.rgb * texture(texture_albedo, UV).rgb; // compare normals: if they differ, we draw an edge // by mixing in the edge_color, by edge_strength amount // feel free to try other ways to mix, such as multiply for more textured objects. if (abs(vec3_avg(neighbour_left) - vec3_avg(neighbour_right)) > 0.0) { ALBEDO = mix(ALBEDO, edge_color.rgb, edge_strength); }else if (abs(vec3_avg(neighbour_top) - vec3_avg(neighbour_bottom)) > 0.0) { ALBEDO = mix(ALBEDO, edge_color.rgb, edge_strength); } METALLIC = metallic; ROUGHNESS = roughness; SPECULAR = specular; } "