des indices d'intéractions à base de shaders et de bulles
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27
caracters/bob/bob.gdshader
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27
caracters/bob/bob.gdshader
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shader_type canvas_item;
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uniform vec4 line_color : source_color = vec4(1);
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uniform float line_thickness : hint_range(0, 10) = 1.0;
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const vec2 OFFSETS[8] = {
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vec2(-1, -1), vec2(-1, 0), vec2(-1, 1), vec2(0, -1), vec2(0, 1),
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vec2(1, -1), vec2(1, 0), vec2(1, 1)
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};
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void fragment() {
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vec2 size = TEXTURE_PIXEL_SIZE * line_thickness / 2.0;
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vec4 color = texture(TEXTURE, UV);
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float inline = 1.0;
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float outline = 0.0;
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for (int i = 0; i < OFFSETS.length(); i++) {
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float sample = texture(TEXTURE, UV + size * OFFSETS[i]).a;
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outline += sample;
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inline *= sample;
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}
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outline = min(1.0, outline) - color.a;
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inline = (1.0 - inline) * color.a;
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vec4 outlined_result = mix(color, line_color, outline + inline);
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COLOR = mix(color, outlined_result, outlined_result.a);
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}
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