[gd_resource type="ShaderMaterial" load_steps=2 format=2]

[sub_resource type="Shader" id=1]
code = "shader_type canvas_item;

uniform vec4 line_color : hint_color = vec4(1);
uniform float line_thickness : hint_range(0, 50) = 1.0;

uniform bool rainbow  = false; //Activate the rainbow or select you color
uniform float line_scale : hint_range(0, 20) = 1.2;    // thickness of the line
uniform float frequency : hint_range(0.0, 2.0) = 0.5;  // frequency of the rainbow
uniform float light_offset : hint_range(0.00001, 1.0) = 0.5;   // this offsets all color channels;
uniform float alpha : hint_range(0.0, 1.0) = 1.0;


void fragment() {
	vec2 size = TEXTURE_PIXEL_SIZE * line_thickness;
	
	float outline = texture(TEXTURE, UV + vec2(-size.x, 0)).a;
	outline += texture(TEXTURE, UV + vec2(0, size.y)).a;
	
	outline += texture(TEXTURE, UV + vec2(size.x, 0)).a;
	
	outline += texture(TEXTURE, UV + vec2(0, -size.y)).a;
	
	
	outline += texture(TEXTURE, UV + vec2(-size.x, size.y)).a;
	
	outline += texture(TEXTURE, UV + vec2(-size.x, size.y * 0.5)).a;
	
	
	
	outline += texture(TEXTURE, UV + vec2(size.x, size.y)).a;
	outline += texture(TEXTURE, UV + vec2(size.x, size.y * 0.5)).a;
	
	
	outline += texture(TEXTURE, UV + vec2(-size.x, -size.y)).a;
	outline += texture(TEXTURE, UV + vec2(-size.x, -size.y * 0.5)).a;
	
	
	
	outline += texture(TEXTURE, UV + vec2(size.x, -size.y)).a;
	outline += texture(TEXTURE, UV + vec2(size.x, -size.y * 0.5)).a;
	
	
	outline = min(outline, 1.0);
	
	
	vec4 color = texture(TEXTURE, UV);
	
	vec4 animated_line_color = vec4(light_offset + sin(2.0*3.14*frequency*TIME),
						   light_offset + sin(2.0*3.14*frequency*TIME + radians(120.0)),
						   light_offset + sin(2.0*3.14*frequency*TIME + radians(240.0)),
						   alpha);

	
	if (rainbow == true){//if rainbow is activated
		COLOR = mix(color, animated_line_color, outline - color.a);
	}
	if (rainbow == false){//if rainbow not is activated and you pick a color
		COLOR = mix(color, line_color , outline - color.a);
	}

//	COLOR = mix(color, line_color, outline - color.a);
}"

[resource]
shader = SubResource( 1 )
shader_param/line_color = Color( 1, 1, 1, 1 )
shader_param/line_thickness = 35.0
shader_param/rainbow = true
shader_param/line_scale = 1.2
shader_param/frequency = 0.25
shader_param/light_offset = 0.5
shader_param/alpha = 1.0
