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uarep-ctl/shaders/tracked.gdshader
2025-12-23 16:21:43 +03:00

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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);
}