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shader_type canvas_item; | |
const vec4 background = vec4(1., 1., 1., 0.); | |
float dist(vec4 c1, vec4 c2) { | |
return (c1 == c2) ? 0.0 : abs(c1.r - c2.r) + abs(c1.g - c2.g) + abs(c1.b - c2.b); | |
} | |
bool similar(vec4 c1, vec4 c2, vec4 input) { | |
return (c1 == c2 || (dist(c1, c2) <= dist(input, c2) && dist(c1, c2) <= dist(input, c1))); |
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shader_type canvas_item; | |
const vec4 background = vec4(1., 1., 1., 0.); | |
uniform float pixel_scale: hint_range(0.0, 1.0) = 1.0; | |
float dist(vec4 c1, vec4 c2) { | |
return (c1 == c2) ? 0.0 : abs(c1.r - c2.r) + abs(c1.g - c2.g) + abs(c1.b - c2.b); | |
} |