batrix/shaders/wireframe.gdshader
2025-02-18 01:31:26 +10:00

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// https://godotshaders.com/shader/wireframe/
shader_type spatial;
render_mode unshaded, wireframe, cull_disabled;
uniform vec3 albedo : source_color = vec3(1.0, 1.0, 1.0);
uniform float outline_width : hint_range(0.0, 10.0, 0.1) = 0.0;
void vertex() {
vec4 clip_position =
PROJECTION_MATRIX * (MODELVIEW_MATRIX * vec4(VERTEX, 1.0));
vec3 clip_normal =
mat3(PROJECTION_MATRIX) * (mat3(MODELVIEW_MATRIX) * NORMAL);
vec2 offset = normalize(clip_normal.xy) / VIEWPORT_SIZE * clip_position.w *
outline_width * 2.0;
clip_position.xy += offset;
POSITION = clip_position;
}
void fragment() { ALBEDO = albedo.rgb; }