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								shader_type canvas_item;
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Colors.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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								#include "res://addons/rokojori_action_library/Runtime/Shading/Library/SDF.gdshaderinc"
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								uniform vec2 size;
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								uniform float sharpness = 5;
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								uniform float borderRadius = 5;
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								uniform float strokeSize = 5;
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								uniform float offset;
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								uniform vec4 fillColor:source_color;
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								uniform sampler2D fill;
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								uniform vec4 fillUVTransform;
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								uniform sampler2D screenFillMultiply;
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								uniform vec4 screenfillMultiplyUVTransform;
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								uniform vec2 screenfillMultiplyUVMovement;
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								uniform vec4 strokeColor:source_color;
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								uniform sampler2D stroke;
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								uniform vec4 strokeUVTransform;
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								uniform sampler2D screenStrokeMultiply;
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								uniform vec4 screenStrokeMultiplyUVTransform;
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								uniform vec2 screenStrokeMultiplyUVMovment;
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								uniform float opacity:hint_range(0,1) = 1;
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								void vertex()
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								{
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									// Called for every vertex the material is visible on.
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								}
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								void fragment()
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								{
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								  float maxRadius = min( size.x, size.y ) / 2.0 - offset;
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								  vec2 fillMinP;
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								  vec2 fillMaxP;
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								  float fillRadius;
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								  computeRectangleBounds( offset, borderRadius, maxRadius, size, fillMinP, fillMaxP, fillRadius );
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								  float fillMask = roundedRectangle( fillMinP, fillMaxP, UV * size, fillRadius, sharpness );
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								  vec2 fillUV = tilingOffsetRepeat( UV, fillUVTransform );
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								  vec2 fillMoved = screenfillMultiplyUVMovement * TIME;
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								  vec4 screenFillMovement = vec4( 0,0, fillMoved.x, fillMoved.y );
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								  vec2 screenFillMultiplyUV = tilingOffsetRepeat( SCREEN_UV, screenfillMultiplyUVTransform + screenFillMovement );
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								  vec4 combinedfillColor = fillColor * texture( fill, fillUV ) * texture( screenFillMultiply, screenFillMultiplyUV );
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								  vec2 strokeMinP;
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								  vec2 strokeMaxP;
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								  float strokeRadius;
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								  computeRectangleBounds( offset - strokeSize, borderRadius + strokeSize, maxRadius, size,strokeMinP, strokeMaxP, strokeRadius );
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								  float outerStrokeMask = roundedRectangle( strokeMinP, strokeMaxP, UV * size, strokeRadius, sharpness );
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								  float strokeMask = outerStrokeMask - fillMask;
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								  vec2 strokeUV = tilingOffsetRepeat( UV, strokeUVTransform );
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								  vec2 strokeMoved = screenStrokeMultiplyUVMovment * TIME;
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								  vec4 screenstrokeMovement = vec4( 0,0, strokeMoved.x, strokeMoved.y );
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								  vec2 screenStrokeMultiplyUV = tilingOffsetRepeat( SCREEN_UV, screenStrokeMultiplyUVTransform + screenstrokeMovement );
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								  vec4 combinedStrokeColor = strokeColor * texture( stroke, strokeUV ) * texture( screenStrokeMultiply, screenStrokeMultiplyUV );
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								  vec2 fillMaskMinP;
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								  vec2 fillMaskMaxP;
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								  float fillMaskStrokeRadius;
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								  computeRectangleBounds( offset - strokeSize * 0.5, borderRadius + strokeSize, maxRadius, size, fillMaskMinP, fillMaskMaxP, fillMaskStrokeRadius );
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								  float fillAlphaMask = roundedRectangle( fillMaskMinP, fillMaskMaxP, UV * size, fillMaskStrokeRadius, sharpness );
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								  vec4 strokeLayer = vec4( combinedStrokeColor.rgb, combinedStrokeColor.a );
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								  vec4 fillLayer = vec4( combinedfillColor.rgb, combinedfillColor.a * fillAlphaMask );
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								  vec4 strokePM = straightToPremultipliedColor( strokeLayer );
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								  vec4 fillPM   = straightToPremultipliedColor( fillLayer );
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								  vec4 outputColor = premultipliedToStraightColor( mix( fillPM, strokePM, strokeMask ) );
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								  float mask = max ( fillMask , strokeMask );
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								  mask = fillMask + strokeMask;
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								  vec4 tex = texture( TEXTURE, UV );
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											2025-06-19 17:22:25 +00:00
										 
									 
								 
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								  COLOR = vec4( outputColor.rgb * tex.rgb, outputColor.a * mask * opacity * tex.a);
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											2025-02-12 16:48:15 +00:00
										 
									 
								 
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									// Called for every pixel the material is visible on.
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								}
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								//void light() {
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									// Called for every pixel for every light affecting the CanvasItem.
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									// Uncomment to replace the default light processing function with this one.
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								//}
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