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338
shaders/shader_edu.tres
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338
shaders/shader_edu.tres
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://s6xe8igevnv2"]
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[sub_resource type="Shader" id="1"]
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code = "shader_type canvas_item;
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const float M_PI = 3.141592653589793;
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/*const vec3 blue1 = vec3(0.42, 0.51, 0.55);
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const vec3 blue2 = vec3(0.11, 0.21, 0.25);
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const vec3 blue3 = vec3(0.35, 0.76, 0.83);
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const vec3 blue4 = vec3(0.953, 0.969, 0.89);
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const vec3 red = vec3(1.00, 0.38, 0.227);
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uniform vec4 blue1: source_color = vec4(0.4, 0.3, 0.3, 1.0);
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uniform vec4 blue2: source_color = vec4(0.6, 0.5, 0.5, 1.0);
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uniform vec4 blue3: source_color = vec4(0.8, 0.7, 0.7, 1.0);
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uniform vec4 blue4: source_color = vec4(1.0, 0.9, 0.9, 1.0);
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uniform vec4 red: source_color = vec4(1.0, 0.5, 0.3, 1.0); */
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uniform vec4 blue0: source_color = vec4(0.38, 0.47, 0.51, 1.0);
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uniform vec4 blue1: source_color = vec4(0.39, 0.44, 0.50, 1.0);
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uniform vec4 blue2: source_color = vec4(0.11, 0.21, 0.25, 1.0);
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uniform vec4 blue3: source_color = vec4(0.35, 0.76, 0.83, 1.0);
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uniform vec4 blue4: source_color = vec4(0.953, 0.969, 0.89, 1.0);
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uniform vec4 red: source_color = vec4(1.00, 0.38, 0.227, 1.0);
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uniform float line_width = 2.0;
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uniform float sec_forward = 180.0;
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uniform float sec_back = 0.0;
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uniform float sec_left = 90.0;
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uniform float sec_right = 300.0;
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uniform float d0 = 520.0;
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uniform float d1 = 1120.0;
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uniform float d2 = 1160.0;
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uniform float d3 = 100.0;
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uniform float d4 = 180.0;
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uniform float d5 = 650.0;
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uniform float d6 = 800.0;
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uniform float d7 = 950.0;
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uniform vec2 pc0 = vec2(0, 0);
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uniform vec2 pc1 = vec2(0, 0);
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uniform vec2 pc2 = vec2(0, 0);
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uniform float ap_ant_w = 12.0;
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uniform vec2 tr0 = vec2(0, 0);
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uniform vec2 tr1 = vec2(0, 0);
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uniform vec2 tr2 = vec2(0, 0);
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// Массивы не работают
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// uniform int band_ants[3]; // количество антенн, радиус внутренний, радиус внешний, подстройка по углу
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float SMOOTH(float r, float R)
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{
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return 1.0 - smoothstep(R - 1.0, R + 1.0, r);
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}
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float RANGE(float a, float b, float x)
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{
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return step(a, x) * (1.0 - step(b, x));
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}
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float RS(float a, float b, float x)
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{
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return smoothstep(a - 1.0, a + 1.0, x) * (1.0 - smoothstep(b - 1.0, b + 1.0, x));
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}
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vec2 modulate_move(float a, float b, float c, float d, float time)
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{
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return vec2(a * cos(time) + b * cos(2.0 * time), c * sin(time) + d * sin(2.0 * time));
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}
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vec3 radar_scan_line(vec2 uv, vec2 center, float time, float radius, vec3 color)
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{
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//angle of the line
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float theta0 = time * 90.0;
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vec2 d = uv - center;
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float r = sqrt(dot(d, d));
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if (r < radius)
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{
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//compute the distance to the line theta=theta0
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vec2 p = radius * vec2(cos(theta0 * M_PI / 180.0), - sin(theta0 * M_PI / 180.0));
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float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
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//compute gradient based on angle difference to theta0
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float theta = mod(180.0 * atan(d.y, d.x) / M_PI + theta0, 360.0);
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float gradient = clamp(1.0 - theta / 90.0, 0.0, 1.0);
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return color * SMOOTH(l, 1.0) + 0.5 * gradient * color;
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}
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else return vec3(0, 0, 0);
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}
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void sector(inout vec3 c, vec2 uv, vec2 center, float a, float da, float r0, float r1, vec3 color)
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{
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float l = distance(center, uv);
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vec2 d = uv - center;
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float sf = 500.0;
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float theta = atan(d.x, d.y) * sf;
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da /= 2.0;
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float a0 = radians(a - da);
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float a1 = radians(a + da);
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float va = SMOOTH(a0 * sf, theta) - SMOOTH(a1 * sf, theta);
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float vr = SMOOTH(r0, l) - SMOOTH(r1, l);
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c += color * sqrt(va * vr);
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}
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void circle(inout vec3 c, vec2 uv, vec2 p0, float radius, float width, vec3 color)
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{
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float r = length(uv - p0);
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c += (SMOOTH(r - width / 2.0, radius) - SMOOTH(r + width / 2.0, radius)) * color;
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}
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float circle2(vec2 uv, vec2 center, float radius, float width, float opening)
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{
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vec2 d = uv - center;
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float r = sqrt(dot(d, d));
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d = normalize(d);
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if (abs(d.y) > opening)
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return SMOOTH(r - width / 2.0, radius) - SMOOTH(r + width / 2.0, radius);
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else
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return 0.0;
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}
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float circle3(vec2 uv, vec2 center, float radius, float width)
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{
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vec2 d = uv - center;
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float r = sqrt(dot(d, d));
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d = normalize(d);
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float theta = 180.0 * (atan(d.y, d.x) / M_PI);
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return smoothstep(2.0, 2.1, abs(mod(theta + 2.0, 45.0) - 2.0))
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* mix(0.5, 1.0, step(45.0, abs(mod(theta, 180.0) - 90.0)))
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* (SMOOTH(r - width / 2.0, radius) - SMOOTH(r + width / 2.0, radius));
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}
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float triangles(vec2 uv, vec2 center, float radius)
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{
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vec2 d = uv - center;
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return RS(-8.0, 0.0, d.x - radius) * (1.0 - smoothstep(7.0 + d.x - radius, 9.0 + d.x - radius, abs(d.y)))
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+ RS( 0.0, 8.0, d.x + radius) * (1.0 - smoothstep(7.0 - d.x - radius, 9.0 - d.x - radius, abs(d.y)))
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+ RS(-8.0, 0.0, d.y - radius) * (1.0 - smoothstep(7.0 + d.y - radius, 9.0 + d.y - radius, abs(d.x)))
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+ RS( 0.0, 8.0, d.y + radius) * (1.0 - smoothstep(7.0 - d.y - radius, 9.0 - d.y - radius, abs(d.x)));
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}
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float _cross(vec2 uv, vec2 center, float radius)
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{
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vec2 d = uv - center;
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int x = int(d.x);
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int y = int(d.y);
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float r = sqrt(dot(d, d));
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if ((r < radius) && ((x == y) || (x == -y)))
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return 1.0;
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else return 0.0;
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}
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void cross_lines(inout vec3 color, vec2 uv, vec2 pc, float r0, float w, vec3 c)
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{
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vec2 d = uv - pc;
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int x = int(d.x);
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int y = int(d.y);
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float r = sqrt(dot(d, d));
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if ((r < r0) && ((x == y) || (x == -y)))
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color += c;
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color += vec3(0, 0, 0);
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}
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float dots(vec2 uv, vec2 center, float radius)
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{
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vec2 d = uv - center;
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float r = sqrt(dot(d, d));
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if (r <= 2.5)
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return 1.0;
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if ((r <= radius) && ((abs(d.y + 0.5) <= 1.0) && (mod(d.x + 1.0, 50.0) < 2.0)))
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return 1.0;
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else if ((abs(d.y + 0.5) <= 1.0) && (r >= 50.0) && (r < 115.0))
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return 0.5;
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else
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return 0.0;
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}
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void bip1(inout vec3 color, vec2 uv, vec2 center, float r, vec3 c, float a)
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{
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color += c * SMOOTH(length(uv - center), r) * a;
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}
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float bip2(vec2 uv, float time, vec2 center)
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{
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float r = length(uv - center);
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float R = 8.0 + mod(87.0 * time, 80.0);
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return (0.5 - 0.5 * cos(30.0 * time)) * SMOOTH(r, 5.0)
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+ SMOOTH(6.0, r) - SMOOTH(8.0, r)
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+ smoothstep(max(8.0, R - 20.0), R, r) - SMOOTH(R,r);
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}
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vec3 circle_h(inout vec3 c, vec2 uv, vec2 c0, float r, vec3 color)
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{
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return 1.0 * color;
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}
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void antenas(inout vec3 c, vec2 uv, vec2 p0, int cnt, float r0, float r1, vec3 c0, vec3 c1, float a, float adj)
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{
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float da = 180.0f / float(cnt);
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c0 *= a;
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c1 *= a;
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for (int i = -cnt; i <= cnt; i ++)
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{
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float v = float(i & 1);
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vec3 col = v * c0 + (1.0f - v) * c1;
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sector(c, uv, p0, float(i) * da + adj, da, r0, r1, col);
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}
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}
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void circle_thin(inout vec3 color, vec2 uv, vec2 p, float r, float w, vec3 c, float a)
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{
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float d = distance(uv, p);
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float v0 = r - w;
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float v1 = r + w;
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color += a * sqrt(smoothstep(v1, v0, d) * smoothstep(v0, v1, d) * c);
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}
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void line(inout vec3 color, vec2 uv, vec2 p0, vec2 p1, vec3 c, float a)
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{
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vec2 d = uv - p0;
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float radius = distance(p0, p1);
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float r = sqrt(dot(d, d));
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float theta0 = acos(dot(normalize(p0), normalize(p1)));
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vec2 p = radius * vec2(cos(theta0), -sin(theta0));
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float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
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color += c * SMOOTH(l, 1.0);
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}
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void line_r(inout vec3 color, vec2 uv, vec2 center, float theta0, float radius, vec3 c, float a)
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{
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vec2 d = uv - center;
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float r = sqrt(dot(d, d));
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vec2 p = radius * vec2(cos(theta0 * M_PI / 180.0), - sin(theta0 * M_PI / 180.0));
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float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
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color += c * SMOOTH(l, 1.0);
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}
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void fragment()
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{
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ivec2 isz = textureSize(TEXTURE, 0);
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vec2 uv = UV * vec2(float(isz.x), float(isz.y));
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vec3 rs = vec3(d2, d1, d0) / 2.0f;
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COLOR = texture(TEXTURE, UV);
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// РТО
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//circle_thin(COLOR.rgb, uv, pc0, d0 / 2.0, line_width, blue1.rgb, 1.0);
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//circle_thin(COLOR.rgb, uv, pc0, d1 / 2.0, line_width, blue1.rgb, 1.0);
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//circle_thin(COLOR.rgb, uv, pc0, d2 / 2.0, line_width, blue1.rgb, 1.0);
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//circle_thin(COLOR.rgb, uv, pc0, d5 / 2.0, line_width, blue1.rgb, 0.5);
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//circle_thin(COLOR.rgb, uv, pc0, d6 / 2.0, line_width, blue1.rgb, 0.5);
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//circle_thin(COLOR.rgb, uv, pc0, d7 / 2.0, line_width, blue1.rgb, 0.5);
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//line_r(COLOR.rgb, uv, pc0, 45, 580, blue1.rgb, 1.0);
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//line_r(COLOR.rgb, uv, pc0, 135, 580, blue1.rgb, 1.0);
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//line_r(COLOR.rgb, uv, pc0, 225, 580, blue1.rgb, 1.0);
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//line_r(COLOR.rgb, uv, pc0, 315, 580, blue1.rgb, 1.0);
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//sector(COLOR.rgb, uv, pc0, sec_forward, ap_ant_w, 280, 580, red.rgb);
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//sector(COLOR.rgb, uv, pc0, sec_back, ap_ant_w, 280, 580, red.rgb);
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//sector(COLOR.rgb, uv, pc0, sec_left, ap_ant_w, 280, 580, red.rgb);
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//sector(COLOR.rgb, uv, pc0, sec_right, ap_ant_w, 280, 580, red.rgb);
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//antenas(COLOR.rgb, uv, pc0, ants_count, d6 / 2.0, d7 / 2.0, blue0.rgb, blue1.rgb, 0.3, 7.5);
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antenas(COLOR.rgb, uv, pc0, 2, 220, 280, blue1.rgb, blue0.rgb, 0.4, 0);
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antenas(COLOR.rgb, uv, pc0, 2, 280, 340, blue0.rgb, blue1.rgb, 0.4, 0);
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antenas(COLOR.rgb, uv, pc0, 2, 340, 400, blue1.rgb, blue0.rgb, 0.4, 0);
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antenas(COLOR.rgb, uv, pc0, 2, 400, 460, blue0.rgb, blue1.rgb, 0.4, 0);
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antenas(COLOR.rgb, uv, pc0, 2, 460, 520, blue1.rgb, blue0.rgb, 0.4, 0);
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antenas(COLOR.rgb, uv, pc0, 2, 520, 580, blue0.rgb, blue1.rgb, 0.4, 0);
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bip1(COLOR.rgb, uv, tr0, 13.0, blue1.rgb, 1.0);
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bip1(COLOR.rgb, uv, tr1, 13.0, blue1.rgb, 1.0);
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bip1(COLOR.rgb, uv, tr2, 13.0, blue1.rgb, 1.0);
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// Массивы не работают
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//for (int i = 0; i < 3; i ++)
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//{
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// int cnt = int(band_ants[i].x);
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// float r0 = band_ants[i].y;
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// float r1 = band_ants[i].z;
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// float adj = band_ants[i].w;
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// antenas(COLOR.rgb, uv, pc0, cnt, r0, r1, blue0.rgb, blue1.rgb, 0.3, adj);
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//}
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// Качка
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circle_thin(COLOR.rgb, uv, pc1, d4 / 2.0, line_width, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 0, d4 / 2.0, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 90, d4 / 2.0, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 180, d4 / 2.0, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 270, d4 / 2.0, blue1.rgb, 1.0);
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bip1(COLOR.rgb, uv, pc2, 13.0, blue1.rgb, 1.0);
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}
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"
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[resource]
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shader = SubResource("1")
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shader_parameter/blue0 = Color(0.378, 0.4272, 0.45, 1)
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shader_parameter/blue1 = Color(0.336, 0.3808, 0.4, 1)
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shader_parameter/blue2 = Color(0.11, 0.21, 0.25, 1)
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shader_parameter/blue3 = Color(0.35, 0.76, 0.83, 1)
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shader_parameter/blue4 = Color(0.953, 0.969, 0.89, 1)
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shader_parameter/red = Color(1, 0.38, 0.227, 1)
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shader_parameter/line_width = 2.0
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shader_parameter/sec_forward = 0.0
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shader_parameter/sec_back = 90.0
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shader_parameter/sec_left = 180.0
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shader_parameter/sec_right = 270.0
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shader_parameter/d0 = 520.0
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shader_parameter/d1 = 1110.0
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shader_parameter/d2 = 1150.0
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shader_parameter/d3 = 100.0
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shader_parameter/d4 = 180.0
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shader_parameter/d5 = 650.0
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shader_parameter/d6 = 800.0
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shader_parameter/d7 = 950.0
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shader_parameter/pc0 = Vector2(600, 600)
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shader_parameter/pc1 = Vector2(120, 1090)
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shader_parameter/pc2 = Vector2(90, 1110)
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shader_parameter/ap_ant_w = 12.0
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shader_parameter/tr0 = Vector2(300, 400)
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shader_parameter/tr1 = Vector2(500, 1000)
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shader_parameter/tr2 = Vector2(1020, 240)
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