[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 + (random_timed(uv) - 0.5f) * ant_band_c[j].a;
        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)
