add shader

This commit is contained in:
2024-12-13 06:45:07 +03:00
parent 604e8dc875
commit 7bc5aa8e3d
12 changed files with 150 additions and 268 deletions

View File

@@ -1,159 +1,8 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://s6xe8igevnv2"]
[sub_resource type="Shader" id="1"]
code = "shader_type canvas_item;
uniform vec4 colore: source_color;
uniform vec2 pc0; /* Центр сетки антенн */
uniform vec4 color0: source_color = vec4(0.38, 0.47, 0.51, 0.4);
uniform vec4 color1: source_color = vec4(0.39, 0.44, 0.50, 0.4);
const float mask_grad = 0.75;
const float rotation = 135.0;
const float radius_inner = 200.0; /* Радиус внутренний. Должно быть равно ant_band_r0_0 */
const float radius_outter = 550.0; /* Радиус внешний. Должно быть равно ant_band_r1_6 */
const float ant_band_count_0 = 6.0;
const float ant_band_count_1 = 6.0;
const float ant_band_count_2 = 6.0;
const float ant_band_count_3 = 6.0;
const float ant_band_count_4 = 6.0;
const float ant_band_count_5 = 6.0;
const float ant_band_count_6 = 6.0;
const float ant_band_r0_0 = 200.0;
const float ant_band_r0_1 = 250.0;
const float ant_band_r0_2 = 300.0;
const float ant_band_r0_3 = 350.0;
const float ant_band_r0_4 = 400.0;
const float ant_band_r0_5 = 450.0;
const float ant_band_r0_6 = 500.0;
const float ant_band_r1_0 = 250.0;
const float ant_band_r1_1 = 300.0;
const float ant_band_r1_2 = 350.0;
const float ant_band_r1_3 = 400.0;
const float ant_band_r1_4 = 450.0;
const float ant_band_r1_5 = 500.0;
const float ant_band_r1_6 = 550.0;
const float d4 = 90.0;
const float ds = 1.0;
float SMOOTH(float r, float R, float d)
{
return 1.0 - smoothstep(R - d, R + d, r);
}
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 ;
}
void sector(inout vec4 c, vec2 uv, vec2 center, float a, float da, float r0, float r1, vec4 color)
{
float l = distance(center, uv);
vec2 d = uv - center;
float sf = 500.0;
float theta = atan(d.x, d.y) * sf;
da /= 2.0;
float a0 = radians(a - da);
float a1 = radians(a + da);
float va = SMOOTH(a0 * sf, theta, ds) - SMOOTH(a1 * sf, theta, ds);
float vr = SMOOTH(r0, l, ds) - SMOOTH(r1, l, ds);
float rgb = sqrt(va * vr);
c.rgb += color.rgb * rgb * color.a;
c.a += rgb * color.a;
}
void antenas(inout vec4 c, vec2 uv, vec2 p0, float cnt, float r0, float r1, vec4 c0, vec4 c1)
{
float da = 180.0f / float(cnt);
for (int i = int(-cnt); i <= int(cnt); i ++)
{
float v = float(i & 1);
vec4 col = v * c0 + (1.0f - v) * c1;
sector(c, uv, p0, float(i) * da, da, r0, r1, col);
}
}
void circle_thin(inout vec3 color, vec2 uv, vec2 p, float r, float w, vec3 c, float a)
{
float d = distance(uv, p);
float v0 = r - w;
float v1 = r + w;
color += a * sqrt(smoothstep(v1, v0, d) * smoothstep(v0, v1, d) * c);
}
void line_r(inout vec4 color, vec2 uv, vec2 center, float theta0, float radius, vec4 c)
{
vec2 d = uv - center;
vec2 p = radius * vec2(cos(theta0 * PI / 180.0), - sin(theta0 * PI / 180.0));
float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
color.rgb += c.rgb * SMOOTH(l, 1.0, ds) * c.a;
}
void rotate_vec2(inout vec2 vert, float a)
{
float sin_a = sin(a);
float cos_a = cos(a);
vert *= mat2(vec2(cos_a, sin_a), vec2(-sin_a, cos_a));
}
void vertex()
{
VERTEX -= pc0;
rotate_vec2(VERTEX, radians(rotation));
VERTEX += pc0;
}
void fragment()
{
ivec2 isz = textureSize(TEXTURE, 0);
vec2 uv = UV * vec2(float(isz.x), float(isz.y)); // координаты текущей точки в пикселях
float mask = mask(uv, mask_grad);
COLOR = vec4(0.0, 0.0, 0.0, 0.0) - mask; //texture(TEXTURE, UV); // Цвет текущей точки
// Сетка антенн
antenas(COLOR, uv, pc0, ant_band_count_0, ant_band_r0_0, ant_band_r1_0, color1, color0);
antenas(COLOR, uv, pc0, ant_band_count_1, ant_band_r0_1, ant_band_r1_1, color0, color1);
antenas(COLOR, uv, pc0, ant_band_count_2, ant_band_r0_2, ant_band_r1_2, color1, color0);
antenas(COLOR, uv, pc0, ant_band_count_3, ant_band_r0_3, ant_band_r1_3, color0, color1);
antenas(COLOR, uv, pc0, ant_band_count_4, ant_band_r0_4, ant_band_r1_4, color1, color0);
antenas(COLOR, uv, pc0, ant_band_count_5, ant_band_r0_5, ant_band_r1_5, color0, color1);
}
"
[ext_resource type="Shader" path="res://Shaders/ray.gdshader" id="1_mtift"]
[resource]
shader = SubResource("1")
shader_parameter/colore = Color(0, 0, 0, 1)
shader_parameter/pc0 = Vector2(560.03, 560)
shader_parameter/color0 = Color(0.203922, 0.203922, 0.203922, 0.478431)
shader_parameter/color1 = Color(0.945098, 0.964706, 0.972549, 0.117647)
shader = ExtResource("1_mtift")
shader_parameter/color_signal = null
shader_parameter/turn = 0.785