Работа в процессе
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@@ -3,10 +3,6 @@
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[sub_resource type="Shader" id="1"]
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code = "shader_type canvas_item;
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uniform vec4 blue0: source_color = vec4(0.38, 0.47, 0.51, 1.0);
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uniform vec4 blue1: source_color = vec4(0.39, 0.44, 0.50, 1.0);
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uniform vec4 red: source_color = vec4(1.00, 0.38, 0.227, 1.0);
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uniform float d4 = 180.0;
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uniform vec2 pc0;
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uniform vec2 pc1;
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uniform vec2 pc2;
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@@ -15,6 +11,7 @@ uniform vec2 tr1;
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uniform vec2 tr2;
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uniform float sec_var = 0.0;
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uniform float ap_ant_w = 12.0;
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uniform vec4 ap_ant_col;
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#define ANTENNAS_GRID_SIZE 7
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@@ -42,6 +39,11 @@ const float ant_band_r1_3 = 400.0;
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const float ant_band_r1_4 = 450.0;
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const float ant_band_r1_5 = 500.0;
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const float ant_band_r1_6 = 550.0;
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const float d4 = 90.0;
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const float ap_ant_alpha = 0.3;
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const vec4 blue0 = vec4(0.38, 0.47, 0.51, 1.0);
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const vec4 blue1 = vec4(0.39, 0.44, 0.50, 1.0);
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float SMOOTH(float r, float R)
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@@ -50,45 +52,7 @@ float SMOOTH(float r, float R)
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}
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float RANGE(float a, float b, float x)
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{
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return step(a, x) * (1.0 - step(b, x));
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}
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float RS(float a, float b, float x)
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{
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return smoothstep(a - 1.0, a + 1.0, x) * (1.0 - smoothstep(b - 1.0, b + 1.0, x));
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}
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vec2 modulate_move(float a, float b, float c, float d, float time)
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{
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return vec2(a * cos(time) + b * cos(2.0 * time), c * sin(time) + d * sin(2.0 * time));
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}
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vec3 radar_scan_line(vec2 uv, vec2 center, float time, float radius, vec3 color)
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{
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//angle of the line
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float theta0 = time * 90.0;
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vec2 d = uv - center;
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float r = sqrt(dot(d, d));
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if (r < radius)
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{
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//compute the distance to the line theta=theta0
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vec2 p = radius * vec2(cos(theta0 * PI / 180.0), - sin(theta0 * PI / 180.0));
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float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
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//compute gradient based on angle difference to theta0
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float theta = mod(180.0 * atan(d.y, d.x) / PI + theta0, 360.0);
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float gradient = clamp(1.0 - theta / 90.0, 0.0, 1.0);
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return color * SMOOTH(l, 1.0) + 0.5 * gradient * color;
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}
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else return vec3(0, 0, 0);
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}
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void sector(inout vec3 c, vec2 uv, vec2 center, float a, float da, float r0, float r1, vec3 color)
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void sector(inout vec3 c, vec2 uv, vec2 center, float a, float da, float r0, float r1, vec3 color, float alpha)
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{
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float l = distance(center, uv);
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vec2 d = uv - center;
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@@ -99,110 +63,7 @@ void sector(inout vec3 c, vec2 uv, vec2 center, float a, float da, float r0, flo
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float a1 = radians(a + da);
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float va = SMOOTH(a0 * sf, theta) - SMOOTH(a1 * sf, theta);
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float vr = SMOOTH(r0, l) - SMOOTH(r1, l);
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c += color * sqrt(va * vr);
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}
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void rotate_uv(inout vec2 uv, float a)
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{
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float mid = 0.5;
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uv.x = cos(a) * (uv.x - mid) + sin(a) * (uv.y - mid) + mid;
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uv.y = cos(a) * (uv.x - mid) - sin(a) * (uv.x - mid) + mid;
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}
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void sector2(inout vec3 c, vec2 uv, vec2 center, float a, float da, float r0, float r1, vec3 color)
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{
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rotate_uv(uv, 0.0);
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float l = distance(center, uv);
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vec2 d = uv - center;
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float sf = 500.0;
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float theta = atan(d.x, d.y) * sf;
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da /= 2.0;
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float a0 = radians(a - da);
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float a1 = radians(a + da);
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float va = SMOOTH(a0 * sf, theta) - SMOOTH(a1 * sf, theta);
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float vr = SMOOTH(r0, l) - SMOOTH(r1, l);
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c += color * sqrt(va * vr);
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}
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void circle(inout vec3 c, vec2 uv, vec2 p0, float radius, float width, vec3 color)
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{
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float r = length(uv - p0);
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c += (SMOOTH(r - width / 2.0, radius) - SMOOTH(r + width / 2.0, radius)) * color;
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}
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float circle2(vec2 uv, vec2 center, float radius, float width, float opening)
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{
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vec2 d = uv - center;
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float r = sqrt(dot(d, d));
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d = normalize(d);
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if (abs(d.y) > opening)
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return SMOOTH(r - width / 2.0, radius) - SMOOTH(r + width / 2.0, radius);
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else
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return 0.0;
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}
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float circle3(vec2 uv, vec2 center, float radius, float width)
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{
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vec2 d = uv - center;
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float r = sqrt(dot(d, d));
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d = normalize(d);
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float theta = 180.0 * (atan(d.y, d.x) / PI);
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return smoothstep(2.0, 2.1, abs(mod(theta + 2.0, 45.0) - 2.0))
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* mix(0.5, 1.0, step(45.0, abs(mod(theta, 180.0) - 90.0)))
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* (SMOOTH(r - width / 2.0, radius) - SMOOTH(r + width / 2.0, radius));
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}
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float triangles(vec2 uv, vec2 center, float radius)
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{
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vec2 d = uv - center;
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return RS(-8.0, 0.0, d.x - radius) * (1.0 - smoothstep(7.0 + d.x - radius, 9.0 + d.x - radius, abs(d.y)))
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+ RS( 0.0, 8.0, d.x + radius) * (1.0 - smoothstep(7.0 - d.x - radius, 9.0 - d.x - radius, abs(d.y)))
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+ RS(-8.0, 0.0, d.y - radius) * (1.0 - smoothstep(7.0 + d.y - radius, 9.0 + d.y - radius, abs(d.x)))
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+ RS( 0.0, 8.0, d.y + radius) * (1.0 - smoothstep(7.0 - d.y - radius, 9.0 - d.y - radius, abs(d.x)));
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}
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float _cross(vec2 uv, vec2 center, float radius)
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{
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vec2 d = uv - center;
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int x = int(d.x);
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int y = int(d.y);
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float r = sqrt(dot(d, d));
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if ((r < radius) && ((x == y) || (x == -y)))
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return 1.0;
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else return 0.0;
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}
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void cross_lines(inout vec3 color, vec2 uv, vec2 pc, float r0, float w, vec3 c)
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{
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vec2 d = uv - pc;
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int x = int(d.x);
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int y = int(d.y);
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float r = sqrt(dot(d, d));
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if ((r < r0) && ((x == y) || (x == -y)))
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color += c;
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color += vec3(0, 0, 0);
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}
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float dots(vec2 uv, vec2 center, float radius)
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{
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vec2 d = uv - center;
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float r = sqrt(dot(d, d));
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if (r <= 2.5)
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return 1.0;
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if ((r <= radius) && ((abs(d.y + 0.5) <= 1.0) && (mod(d.x + 1.0, 50.0) < 2.0)))
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return 1.0;
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else if ((abs(d.y + 0.5) <= 1.0) && (r >= 50.0) && (r < 115.0))
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return 0.5;
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else
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return 0.0;
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c += color * sqrt(va * vr) * alpha;
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}
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@@ -212,32 +73,14 @@ void bip1(inout vec3 color, vec2 uv, vec2 center, float r, vec3 c, float a)
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}
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float bip2(vec2 uv, float time, vec2 center)
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{
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float r = length(uv - center);
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float R = 8.0 + mod(87.0 * time, 80.0);
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return (0.5 - 0.5 * cos(30.0 * time)) * SMOOTH(r, 5.0)
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+ SMOOTH(6.0, r) - SMOOTH(8.0, r)
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+ smoothstep(max(8.0, R - 20.0), R, r) - SMOOTH(R,r);
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}
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vec3 circle_h(inout vec3 c, vec2 uv, vec2 c0, float r, vec3 color)
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{
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return 1.0 * color;
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}
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void antenas(inout vec3 c, vec2 uv, vec2 p0, float cnt, float r0, float r1, vec3 c0, vec3 c1, float a)
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{
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float da = 180.0f / float(cnt);
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c0 *= a;
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c1 *= a;
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for (int i = int(-cnt); i <= int(cnt); i ++)
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for (int i = int(-cnt); i <= int(cnt); i ++)
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{
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float v = float(i & 1);
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vec3 col = v * c0 + (1.0f - v) * c1;
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sector(c, uv, p0, float(i) * da, da, r0, r1, col);
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sector(c, uv, p0, float(i) * da, da, r0, r1, col, a);
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}
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}
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@@ -251,17 +94,6 @@ void circle_thin(inout vec3 color, vec2 uv, vec2 p, float r, float w, vec3 c, fl
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}
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void line(inout vec3 color, vec2 uv, vec2 p0, vec2 p1, vec3 c, float a)
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{
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vec2 d = uv - p0;
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float radius = distance(p0, p1);
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float theta0 = acos(dot(normalize(p0), normalize(p1)));
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vec2 p = radius * vec2(cos(theta0), -sin(theta0));
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float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
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color += c * SMOOTH(l, 1.0);
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}
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void line_r(inout vec3 color, vec2 uv, vec2 center, float theta0, float radius, vec3 c, float a)
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{
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vec2 d = uv - center;
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@@ -290,7 +122,7 @@ void fragment()
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COLOR = vec4(0, 0, 0, 1.0); //texture(TEXTURE, UV); // Цвет текущей точки
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// Сектор направления
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sector(COLOR.rgb, uv, pc0, get_ang_atack(450.0 - sec_var), ap_ant_w, float(ant_band_r0_0), float(ant_band_r1_6), red.rgb);
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sector(COLOR.rgb, uv, pc0, get_ang_atack(450.0 - sec_var), ap_ant_w, float(ant_band_r0_0), float(ant_band_r1_6), ap_ant_col.rgb, ap_ant_alpha);
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// Сетка антенн
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antenas(COLOR.rgb, uv, pc0, ant_band_count_0, ant_band_r0_0, ant_band_r1_0, blue1.rgb, blue0.rgb, 0.4);
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@@ -307,21 +139,17 @@ void fragment()
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bip1(COLOR.rgb, uv, tr2, 13.0, blue1.rgb, 1.0);
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// Качка
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circle_thin(COLOR.rgb, uv, pc1, d4 / 2.0, line_width, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 0, d4 / 2.0, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 90, d4 / 2.0, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 180, d4 / 2.0, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 270, d4 / 2.0, blue1.rgb, 1.0);
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circle_thin(COLOR.rgb, uv, pc1, d4, line_width, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 0, d4, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 90, d4, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 180, d4, blue1.rgb, 1.0);
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line_r(COLOR.rgb, uv, pc1, 270, d4, blue1.rgb, 1.0);
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bip1(COLOR.rgb, uv, pc2, 13.0, blue1.rgb, 1.0);
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}
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"
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[resource]
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shader = SubResource("1")
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shader_parameter/blue0 = Color(0.38, 0.47, 0.51, 1)
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shader_parameter/blue1 = Color(0.39, 0.44, 0.5, 1)
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shader_parameter/red = Color(1, 0.38, 0.227, 1)
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shader_parameter/d4 = 180.0
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shader_parameter/pc0 = Vector2(610, 600)
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shader_parameter/pc1 = Vector2(110, 1070)
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shader_parameter/pc2 = Vector2(100, 1065)
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@@ -330,3 +158,4 @@ shader_parameter/tr1 = Vector2(1000, 600)
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shader_parameter/tr2 = Vector2(300, 400)
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shader_parameter/sec_var = 0.0
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shader_parameter/ap_ant_w = 12.0
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shader_parameter/ap_ant_col = null
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