shader_type canvas_item; #include "res://shaders/tools.gdshaderinc" uniform vec2 point_1; uniform vec2 point_2; uniform vec2 point_3; uniform vec2 point_4; uniform vec2 point_5; uniform vec2 point_6; uniform vec2 point_7; uniform vec2 point_8; uniform float len: hint_range(0.0, 1.0) = 0.5; const vec2 center = vec2(0.125, 0.125); const float DSS = 0.002525; const float radius = 0.125; uniform float speed: hint_range(0.0, 1024.0) = 0.0; float line(vec2 p1, vec2 p2, float width, vec2 uv) { float dist = distance(p1, p2); // Дистанция между точками float dist_uv = distance(p1, uv); // Дистанция между точкой и текущим пикселем return 1.0 - floor(1.0 - (0.001 * width) + distance (mix(p1, p2, clamp(dist_uv / dist, 0.0, 1.0)), uv)); } void get_line_points(inout float px0, inout float px1, inout float py0 ,inout float py1, float ang) { px0 = (sin(ang*PI/180.0)/4.0); py0 = (cos(ang*PI/180.0)/4.0); px1 = px0 * len; py1 = py0 * len; px0 +=0.125; py0 +=0.125; px1 +=0.125; py1 +=0.125; } vec2 rotateUVmatrinx(vec2 uv, vec2 pivot, float rotation) { mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)), vec2(cos(rotation),sin(rotation)) ); uv -= pivot; uv *= rotation_matrix; uv += pivot; return uv; } void vertex() { float dir = 0.0; vec2 offset = vec2(0.125, 0.125); dir -= speed * TIME; VERTEX = rotateUVmatrinx(VERTEX, center - offset, radians(dir)); } void fragment() { float px0 = 0.0; float px1 = 0.0; float py0 = 0.0; float py1 = 0.0; COLOR = vec4(1.0, 0.0, 0.0, 0.0); // Цвет текущей точки get_line_points(px0, px1, py0, py1, 330.0); COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 15.0, UV); get_line_points(px0, px1, py0, py1, 90.0); COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 15.0, UV); get_line_points(px0, px1, py0, py1, 210.0); COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 15.0, UV); COLOR *= smooth_px(length(UV - center), radius, DSS); }