netfishing/drawing/surface_drawing_highlight.gdshader

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shader_type spatial;
render_mode unshaded, cull_disabled, depth_draw_never;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
vec3 surface_color = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
vec3 inverted_color = vec3(1.0) - surface_color;
ALBEDO = inverted_color;
EMISSION = inverted_color;
}