nature-sim/Common/shaders/outline.gdshader

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shader_type spatial;
render_mode cull_front, unshaded;
uniform vec3 color : source_color = vec3(0,0,0);
uniform float thickness : hint_range(0.0, 1.0, 0.01) = 0.01;
void vertex() {
VERTEX += thickness*NORMAL;
}
void fragment() {
ALBEDO = color;
}