[gd_resource type="ShaderMaterial" load_steps=2 format=4 uid="uid://s6xe8igevnv2"] [sub_resource type="Shader" id="1"] code = "shader_type canvas_item; #include \"tools.gdshaderinc\" #define RADIUS_INNER_0 200.0 /* Радиус внутренний для режима приоритет РТО */ #define RADIUS_INNER_1 480.0 /* Радиус внутренний для режима приоритет РЛС */ uniform vec2 pc0 = vec2(560, 560); /* Центр сетки антенн */ uniform float rotation: hint_range(0.0, 360.0) = 0.0; /* */ 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); uniform float radius_inner_0 = RADIUS_INNER_0; uniform float radius_inner_1 = RADIUS_INNER_1; uniform float radius_outter = 550.0; /* Радиус внешний. Должно быть равно ant_band_r1_6 */ uniform float alpha: hint_range(0.0, 1.0) = 0.5; uniform int mode = 0; /* Режим отображения. Приоритет РТО - 0, приоритет РЛС - 1 */ const int ant_band_count_0 = 2; const int ant_band_count_1 = 2; const int ant_band_count_2 = 2; const int ant_band_count_3 = 2; const int ant_band_count_4 = 2; const int ant_band_count_5 = 2; const int ant_band_count_6 = 2; const float ant_band_r0_0[] = {RADIUS_INNER_0, RADIUS_INNER_1}; const float ant_band_r0_1[] = {250.0, 490.0}; const float ant_band_r0_2[] = {300.0, 500.0}; const float ant_band_r0_3[] = {350.0, 510.0}; const float ant_band_r0_4[] = {400.0, 520.0}; const float ant_band_r0_5[] = {450.0, 530.0}; const float ant_band_r0_6[] = {500.0, 540.0}; const float ant_band_r1_0[] = {250.0, 490.0}; const float ant_band_r1_1[] = {300.0, 500.0}; const float ant_band_r1_2[] = {350.0, 510.0}; const float ant_band_r1_3[] = {400.0, 520.0}; const float ant_band_r1_4[] = {450.0, 530.0}; const float ant_band_r1_5[] = {500.0, 540.0}; const float ant_band_r1_6[] = {550.0, 550.0}; uniform vec4 ant_band_c[28]; const float d4 = 90.0; const float ds = 1.0; 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_px(a0 * sf, theta, ds) - smooth_px(a1 * sf, theta, ds); float vr = smooth_px(r0, l, ds) - smooth_px(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, int cnt, float r0, float r1, inout int index) { float da = 180.0 / float(cnt); for (int i = -cnt; i <= cnt; i ++) { vec4 col; int j = index; if (i == 2) { index--; j = index - 3; } col.rgb = ant_band_c[j].rgb; index++; col.a = alpha; float v = float(i & 1); vec4 color = v * col + (1.0f - v) * col; sector(c, uv, p0, float(i) * da, da, r0, r1, color); } } void vertex() { rotate_vec2(VERTEX, radians(360.0 - rotation), pc0); } void fragment() { ivec2 isz = textureSize(TEXTURE, 0); vec2 uv = UV * vec2(float(isz.x), float(isz.y)); // координаты текущей точки в пикселях COLOR = vec4(0, 0, 0, 0); int index = 0; // Сетка антенн antenas(COLOR, uv, pc0, ant_band_count_0, ant_band_r0_0[mode], ant_band_r1_0[mode], index); antenas(COLOR, uv, pc0, ant_band_count_1, ant_band_r0_1[mode], ant_band_r1_1[mode], index); antenas(COLOR, uv, pc0, ant_band_count_2, ant_band_r0_2[mode], ant_band_r1_2[mode], index); antenas(COLOR, uv, pc0, ant_band_count_3, ant_band_r0_3[mode], ant_band_r1_3[mode], index); antenas(COLOR, uv, pc0, ant_band_count_4, ant_band_r0_4[mode], ant_band_r1_4[mode], index); antenas(COLOR, uv, pc0, ant_band_count_5, ant_band_r0_5[mode], ant_band_r1_5[mode], index); antenas(COLOR, uv, pc0, ant_band_count_6, ant_band_r0_6[mode], ant_band_r1_6[mode], index); } " [resource] shader = SubResource("1") shader_parameter/pc0 = Vector2(560, 560) shader_parameter/rotation = 0.0 shader_parameter/color0 = Color(0.380392, 0.470588, 0.509804, 0.537255) shader_parameter/color1 = Color(0.3315, 0.45645, 0.51, 0.537255) shader_parameter/radius_inner_0 = 200.0 shader_parameter/radius_inner_1 = 480.0 shader_parameter/radius_outter = 550.0 shader_parameter/alpha = 0.5 shader_parameter/mode = 0 shader_parameter/ant_band_c = PackedVector4Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)