Description
Most shader info I've seen focuses on textures... from testing, that workflow doesn't work for polygons, especially ones that use UV mapping or repeating textures (and for related reasons, built-in gradients).
Does Godot's (fragment) shader system have any way to reference the polygon in some way (possibly coordinates as if it were a texture), so things like outlines and glows can be done without rendering the polygon to a texture first?
And what about the other features of polygons, like the color and vertex color? It seems like if those were supported as layers (along with the texture, and supporting order and blending) it'd allow for much greater flexibility without needing to manually stack nodes with redundant data. Although simple control (shader on top of or blended over existing colors) would be a good first step if it doesn't exist already.