init python: renpy.register_shader("outline_shader", fragment_300=""" const float THICKNESS = 1.0 / 128.0; vec4 col = texture2D(tex0, v_tex_coord); if (col.a <= 0.5) { float a = texture2D(tex0, vec2(v_tex_coord.x + THICKNESS, v_tex_coord.y)).a + texture2D(tex0, vec2(v_tex_coord.x, v_tex_coord.y - THICKNESS)).a + texture2D(tex0, vec2(v_tex_coord.x - THICKNESS, v_tex_coord.y)).a + texture2D(tex0, vec2(v_tex_coord.x, v_tex_coord.y + THICKNESS)).a; if (col.a < 1.0 && a > 0.0) gl_FragColor = vec4(0.0, 1.0, 0.0, 0.8); else gl_FragColor = col; } """)