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