сохранение/загрузка в эмс-г на доработке

This commit is contained in:
2025-03-11 18:47:53 +03:00
parent 05143f6f45
commit 228d1dfd19
12 changed files with 257 additions and 220 deletions

View File

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shader_type canvas_item;
uniform vec4 color_signal: source_color;
uniform float turn = 0.785;
uniform float inner_radius = 0.32;
uniform float speed = 0.0;
const float outer_radius = 0.109;
const float zoom = 50.0;
const float size = 5.0;
const float blur = 0.000001;
const float fill_ratio = 0.03;
float remap(float i_min, float i_max, float o_min, float o_max, float val) {
float t = (val - i_min) / (i_max - i_min);
return o_min + (o_max - o_min) * t;
}
float mask(vec2 uv, float value)
{
float r = atan(uv.x, uv.y);
r = remap(-PI, PI, 0.0, 1.0, r);
r = step(r, value * 0.5);
uv.x = uv.x + 1.0;
uv.x = uv.x * -1.0;
uv.x += 1.0;
float l = atan(uv.x, uv.y);
l = remap(-PI, PI, 0.0, 1.0, l);
l = step(l, value * 0.5);
return r + l ;
}
vec2 rotate_uv(vec2 uv, vec2 pivot, float rotation) {
float cosa = cos(rotation);
float sina = sin(rotation);
uv -= pivot;
return vec2(
cosa * uv.x - sina * uv.y,
cosa * uv.y + sina * uv.x
) + pivot;
}
float circle(vec2 uv, float value)
{
float d = length(uv);
float t = smoothstep(
inner_radius + blur,
inner_radius - blur,
d
) - smoothstep(
outer_radius + blur,
outer_radius - blur,
d
);
return t;
}
void fragment(){
float d = length((UV-0.5)*2.0);
float t = pow(smoothstep(0.9,0.2,d),0.35);
vec2 uv = (UV * 2.0) - 1.0;
vec3 rainbow = 0.5*cos(TIME+UV.xyx+vec3(0,2,4));
vec4 color = vec4(rainbow.rgb,1.0);
vec2 origin = vec2(0.0, 0.0);
color = vec4(color_signal.rgb,1.0);
uv = rotate_uv(uv, origin, turn * TAU);
float c = circle(uv, 0.5);
float mask = mask(uv, fill_ratio);
d = sin(zoom*d - speed*TIME);
//d = abs(d);
d = size/d;
color *= d*t;
COLOR = vec4(color * mask * c);
}