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fix(godot): keep the outline colour off sprite interiors
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@@ -75,8 +75,8 @@ void fragment() {
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alpha = max(alpha, texture(TEXTURE, UV + vec2(-texel.x, -texel.y)).a);
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// Draw outline where neighbor has alpha but current pixel does not
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vec4 outline = outline_color * vec4(1.0, 1.0, 1.0, alpha * (1.0 - base_color.a));
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COLOR = base_color + outline;
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vec4 outline = vec4(outline_color.rgb, outline_color.a * alpha * (1.0 - base_color.a));
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COLOR = mix(outline, base_color, base_color.a);
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}
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```
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