SHADER
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shader_type spatial;
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render_mode cull_front, unshaded, depth_draw_never;
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global uniform vec4 outline_color;
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global uniform float outline_width;
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void vertex() {
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vec4 clip_position =
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PROJECTION_MATRIX *
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(MODELVIEW_MATRIX * vec4(VERTEX, 1.0));
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vec3 clip_normal =
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mat3(PROJECTION_MATRIX) *
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(mat3(MODELVIEW_MATRIX) * NORMAL);
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clip_position.xy +=
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normalize(clip_normal.xy) /
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VIEWPORT_SIZE *
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clip_position.w *
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outline_width;
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POSITION = clip_position;
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}
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void fragment() {
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ALBEDO = outline_color.rgb;
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}
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