diff --git a/scenes/bip.gd b/scenes/bip.gd new file mode 100644 index 0000000..94badd2 --- /dev/null +++ b/scenes/bip.gd @@ -0,0 +1,15 @@ +extends Control + + +# Called when the node enters the scene tree for the first time. +func _ready(): + pass # Replace with function body. + + +# Called every frame. 'delta' is the elapsed time since the previous frame. +func _process(delta): + pass + + +func _on_pressed(): + print_debug('Click') diff --git a/scenes/bip.tscn b/scenes/bip.tscn index 66305c6..9980797 100644 --- a/scenes/bip.tscn +++ b/scenes/bip.tscn @@ -1,16 +1,169 @@ -[gd_scene load_steps=4 format=3 uid="uid://nl1vklubr5kr"] +[gd_scene load_steps=12 format=3 uid="uid://nl1vklubr5kr"] -[ext_resource type="Shader" path="res://shaders/bip.gdshader" id="1_k6vue"] +[ext_resource type="Script" path="res://scenes/bip.gd" id="1_23kyy"] +[ext_resource type="Shader" path="res://shaders/bip.gdshader" id="2_w4jcf"] +[ext_resource type="Shader" path="res://shaders/tracked.gdshader" id="3_d16rn"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_2dulj"] -shader = ExtResource("1_k6vue") -shader_parameter/color = Color(1, 0.101961, 0.494118, 1) +shader = ExtResource("2_w4jcf") +shader_parameter/color = Color(0.972549, 0.12549, 0.411765, 1) shader_parameter/color_up = Color(1, 1, 1, 1) shader_parameter/tick_update = 0 -[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_tgf76"] +[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_w5pye"] -[node name="bip" type="Sprite2D"] +[sub_resource type="Shader" id="Shader_60ho7"] +code = "shader_type canvas_item; + +uniform vec4 color: source_color = vec4(1, 1, 1, 1); +uniform vec4 color_up: source_color = vec4(1, 1, 1, 1); /* Цвет вспышки при обновлении */ +const float ds = 0.00725; /* Относительное расстояние на котором выполняется сглаживание краёв */ +const float dsr = 6.125; +const vec2 center = vec2(0.5, 0.5); /* Центр должен быть в (0.5, 0.5), но это не так */ +const float radius = 0.075 - ds * 2.0; /* Радиус должен быть 0.5, но это не так */ + +uniform float speed: hint_range(-1024.0, 1024.0) = 0.0; /* Время вспышки при обновлении, c */ +uniform int ant_band_count_0 = 3; + +const float ant_band_r0_0 = 0.3; + +const float ant_band_r1_0 = 0.4; + +float smooth_px(float r, float R, float dss) +{ + return 1.0 - smoothstep(R - dss, R + dss, r); +} + +void sector(inout vec4 c, vec2 uv, vec2 cnt, float a, float da, float r0, float r1, vec4 col) +{ + float l = distance(cnt, uv); + vec2 d = uv - cnt; + 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, dsr) - smooth_px(a1 * sf, theta, dsr); + float vr = smooth_px(r0, l, ds) - smooth_px(r1, l, ds); + float rgb = sqrt(va * vr); + c.rgb += col.rgb * rgb * col.a; + c.a += rgb * col.a; +} + + +void antenas(inout vec4 c, vec2 uv, vec2 p0, int cnt, float r0, float r1, vec4 c0, vec4 c1) +{ + float da = 180.0f / float(cnt); + for (int i = -cnt; i <= cnt; i ++) + { + float v = float(i & 1); + vec4 col = v * c0 + (1.0f - v) * c1; + sector(c, uv, p0, float(i) * da, da, r0, r1, col); + } +} + +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; + dir += speed * TIME; + VERTEX = rotateUVmatrinx(VERTEX, center, radians(dir)); +} + + + +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, 0.0); //texture(TEXTURE, UV); // Цвет текущей точки + + // Сетка антенн + antenas(COLOR, uv, center, ant_band_count_0, ant_band_r0_0, ant_band_r1_0, color, color_up); +} +" + +[sub_resource type="ShaderMaterial" id="ShaderMaterial_fkqwb"] +shader = SubResource("Shader_60ho7") +shader_parameter/color = Color(1, 1, 1, 0.968627) +shader_parameter/color_up = Color(1, 1, 1, 0) +shader_parameter/speed = 73.0 +shader_parameter/ant_band_count_0 = 3 + +[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_hqs6j"] + +[sub_resource type="ShaderMaterial" id="ShaderMaterial_lpmq6"] +shader = SubResource("Shader_60ho7") +shader_parameter/color = Color(0.0862745, 0.560784, 0.72549, 0.886275) +shader_parameter/color_up = Color(1, 1, 1, 0) +shader_parameter/speed = -73.0 +shader_parameter/ant_band_count_0 = 9 + +[sub_resource type="ShaderMaterial" id="ShaderMaterial_lkrha"] +shader = ExtResource("3_d16rn") +shader_parameter/ColorFig = Color(0, 0.862745, 0, 1) +shader_parameter/point_1 = Vector2(0.125, 0) +shader_parameter/point_2 = Vector2(0.125, 0.036) +shader_parameter/point_3 = Vector2(0, 0.125) +shader_parameter/point_4 = Vector2(0.036, 0.125) +shader_parameter/point_5 = Vector2(0.214, 0.125) +shader_parameter/point_6 = Vector2(0.25, 0.125) +shader_parameter/point_7 = Vector2(0.125, 0.214) +shader_parameter/point_8 = Vector2(0.125, 0.25) +shader_parameter/len = 0.264 +shader_parameter/speed = 71.0 + +[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_svd33"] + +[node name="Control" type="Control"] +layout_mode = 3 +anchors_preset = 0 +offset_right = 31.0 +offset_bottom = 30.0 +script = ExtResource("1_23kyy") + +[node name="bip" type="TextureButton" parent="."] material = SubResource("ShaderMaterial_2dulj") +layout_direction = 1 +layout_mode = 0 +offset_right = 3.0 +offset_bottom = 3.0 scale = Vector2(10, 10) -texture = SubResource("PlaceholderTexture2D_tgf76") +texture_normal = SubResource("PlaceholderTexture2D_w5pye") +stretch_mode = 3 +script = ExtResource("1_23kyy") + +[node name="selector" type="Sprite2D" parent="."] +visible = false +material = SubResource("ShaderMaterial_fkqwb") +position = Vector2(10, 10) +scale = Vector2(10, 10) +texture = SubResource("PlaceholderTexture2D_hqs6j") +centered = false + +[node name="recomendation" type="Sprite2D" parent="."] +material = SubResource("ShaderMaterial_lpmq6") +position = Vector2(10, 10) +scale = Vector2(10, 10) +texture = SubResource("PlaceholderTexture2D_hqs6j") +centered = false + +[node name="track" type="Sprite2D" parent="."] +material = SubResource("ShaderMaterial_lkrha") +position = Vector2(15, 15) +scale = Vector2(13, 13) +texture = SubResource("PlaceholderTexture2D_svd33") + +[connection signal="pressed" from="bip" to="bip" method="_on_pressed"] diff --git a/scenes/btn_scale.tscn b/scenes/btn_scale.tscn index 51f9920..9611706 100644 --- a/scenes/btn_scale.tscn +++ b/scenes/btn_scale.tscn @@ -1,6 +1,6 @@ [gd_scene load_steps=2 format=3 uid="uid://0uqi1ghf7sma"] -[ext_resource type="Texture2D" uid="uid://c1maea6yhd3k7" path="res://data/кнопка-масштаб.png" id="1_yxc3k"] +[ext_resource type="Texture2D" uid="uid://c1maea6yhd3k7" path="res://data/кнопка-масштаб.png" id="1_r871k"] [node name="btn_scale" type="TextureButton"] self_modulate = Color(1, 1, 1, 0.509804) @@ -8,7 +8,7 @@ offset_right = 152.0 offset_bottom = 18.0 tooltip_text = "Измененяет масштаб" action_mode = 0 -texture_normal = ExtResource("1_yxc3k") +texture_normal = ExtResource("1_r871k") ignore_texture_size = true stretch_mode = 0 metadata/i_scale = 0 diff --git a/scenes/canvas.tscn b/scenes/canvas.tscn index 8dcb94e..1302ada 100644 --- a/scenes/canvas.tscn +++ b/scenes/canvas.tscn @@ -1,31 +1,31 @@ [gd_scene load_steps=7 format=3 uid="uid://b5kjdyxuwsot5"] -[ext_resource type="Material" uid="uid://s6xe8igevnv2" path="res://shaders/shader_edu.tres" id="1_uxbga"] -[ext_resource type="Script" path="res://scenes/canvas.gd" id="2_vkwmy"] -[ext_resource type="PackedScene" uid="uid://c73ahpv8uiuc7" path="res://scenes/sector.tscn" id="3_uhdvc"] -[ext_resource type="Shader" path="res://shaders/sector.gdshader" id="4_gb4a1"] +[ext_resource type="Material" uid="uid://s6xe8igevnv2" path="res://shaders/shader_edu.tres" id="1_27ax3"] +[ext_resource type="Script" path="res://scenes/canvas.gd" id="2_5wost"] +[ext_resource type="PackedScene" uid="uid://c73ahpv8uiuc7" path="res://scenes/sector.tscn" id="3_rminv"] +[ext_resource type="Shader" path="res://shaders/sector.gdshader" id="4_nkch3"] [sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_2bft1"] size = Vector2(1600, 1200) -[sub_resource type="ShaderMaterial" id="ShaderMaterial_iqsw2"] +[sub_resource type="ShaderMaterial" id="ShaderMaterial_vipcu"] resource_local_to_scene = true -shader = ExtResource("4_gb4a1") +shader = ExtResource("4_nkch3") shader_parameter/color = Color(1, 1, 1, 0.168627) shader_parameter/clip_color = Color(1, 0.5, 0.5, 1) shader_parameter/width = 45.0 shader_parameter/band = 0.02 shader_parameter/radius = 0.08 -shader_parameter/dir = 0.08 +shader_parameter/dir = 0.0 shader_parameter/inner_clip = 0.045 [node name="canvas" type="Sprite2D"] -material = ExtResource("1_uxbga") +material = ExtResource("1_27ax3") texture = SubResource("PlaceholderTexture2D_2bft1") centered = false -script = ExtResource("2_vkwmy") +script = ExtResource("2_5wost") -[node name="строб" parent="." instance=ExtResource("3_uhdvc")] -material = SubResource("ShaderMaterial_iqsw2") +[node name="строб" parent="." instance=ExtResource("3_rminv")] +material = SubResource("ShaderMaterial_vipcu") position = Vector2(560, 560) scale = Vector2(1100, 1100) diff --git a/scenes/count_all_pad.tscn b/scenes/count_all_pad.tscn index eb2d7c5..eb73072 100644 --- a/scenes/count_all_pad.tscn +++ b/scenes/count_all_pad.tscn @@ -1,12 +1,12 @@ [gd_scene load_steps=2 format=3 uid="uid://dymo732qc2doa"] -[ext_resource type="FontFile" uid="uid://befva8r034a4v" path="res://data/DSEG7Classic-Regular.ttf" id="1_di0yu"] +[ext_resource type="FontFile" uid="uid://befva8r034a4v" path="res://data/DSEG7Classic-Regular.ttf" id="1_omx3t"] [node name="count_all_pad" type="Label"] self_modulate = Color(0.403922, 0.403922, 0.403922, 1) offset_right = 33.0 offset_bottom = 23.0 -theme_override_fonts/font = ExtResource("1_di0yu") +theme_override_fonts/font = ExtResource("1_omx3t") theme_override_font_sizes/font_size = 20 text = "88" vertical_alignment = 1 @@ -15,7 +15,7 @@ vertical_alignment = 1 layout_mode = 0 offset_right = 33.0 offset_bottom = 23.0 -theme_override_fonts/font = ExtResource("1_di0yu") +theme_override_fonts/font = ExtResource("1_omx3t") theme_override_font_sizes/font_size = 20 text = "00" vertical_alignment = 1 diff --git a/scenes/sector.tscn b/scenes/sector.tscn index 6e7d6b9..dddbccf 100644 --- a/scenes/sector.tscn +++ b/scenes/sector.tscn @@ -1,10 +1,10 @@ [gd_scene load_steps=4 format=3 uid="uid://c73ahpv8uiuc7"] -[ext_resource type="Shader" path="res://shaders/sector.gdshader" id="1_aikdh"] +[ext_resource type="Shader" path="res://shaders/sector.gdshader" id="1_jalbg"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_xo5or"] resource_local_to_scene = true -shader = ExtResource("1_aikdh") +shader = ExtResource("1_jalbg") shader_parameter/color = Color(1, 1, 1, 0.168627) shader_parameter/clip_color = Color(1, 0.5, 0.5, 1) shader_parameter/width = 45.0 diff --git a/scenes/журнал.tscn b/scenes/журнал.tscn index 35f8343..e811e30 100644 --- a/scenes/журнал.tscn +++ b/scenes/журнал.tscn @@ -1,7 +1,7 @@ [gd_scene load_steps=3 format=3 uid="uid://trt0q8th3bn2"] -[ext_resource type="Script" path="res://scenes/журнал.gd" id="1_ifi7q"] -[ext_resource type="Script" path="res://addons/godot-logger/scripts/logger_output.gd" id="2_i478f"] +[ext_resource type="Script" path="res://scenes/журнал.gd" id="1_jtuvb"] +[ext_resource type="Script" path="res://addons/godot-logger/scripts/logger_output.gd" id="2_wm8il"] [node name="журнал" type="Panel"] anchors_preset = 15 @@ -13,7 +13,7 @@ offset_right = -2.0 offset_bottom = -1.0 grow_horizontal = 2 grow_vertical = 2 -script = ExtResource("1_ifi7q") +script = ExtResource("1_jtuvb") [node name="content" type="RichTextLabel" parent="."] layout_mode = 0 @@ -26,7 +26,7 @@ theme_override_colors/selection_color = Color(0.72549, 0.270588, 0.133333, 1) threaded = true selection_enabled = true deselect_on_focus_loss_enabled = false -script = ExtResource("2_i478f") +script = ExtResource("2_wm8il") [node name="btn_save" type="Button" parent="."] layout_mode = 0 @@ -46,8 +46,8 @@ text = "Очистить" [node name="dlg_file" type="FileDialog" parent="."] gui_embed_subwindows = true -title = "Сохранить журнал работы в файл" initial_position = 2 +title = "Сохранить журнал работы в файл" size = Vector2i(900, 900) borderless = true ok_button_text = "Да" diff --git a/scenes/работа.gd b/scenes/работа.gd index b534f3a..44858fa 100644 --- a/scenes/работа.gd +++ b/scenes/работа.gd @@ -67,7 +67,7 @@ func _ready(): ## Производит отображение цели на диаграмму -func map_threat_to_bip(th: threats.Threat, bip: Sprite2D): +func map_threat_to_bip(th: threats.Threat, bip: Control): bip.position = tools.pos_calc( th.freq, th.aoa, diff --git a/scenes/работа.tscn b/scenes/работа.tscn index 8b9b4a9..7f8d630 100644 --- a/scenes/работа.tscn +++ b/scenes/работа.tscn @@ -25,7 +25,7 @@ col_red = Color(1, 0.568627, 0.431373, 0.239216) drag_scale_band = 0.05 drag_scale_width = 0.5 freq_high = 6000.0 -freq_low = 400.0 +freq_low = 200.0 radius_center = Vector2(560, 560) radius_internal = 200.0 radius_outter = 400.0 diff --git a/scenes/состояния-эмс.tscn b/scenes/состояния-эмс.tscn index 2667d5b..89ab18e 100644 --- a/scenes/состояния-эмс.tscn +++ b/scenes/состояния-эмс.tscn @@ -1,25 +1,25 @@ [gd_scene load_steps=7 format=3 uid="uid://by22sta8tt8dn"] -[ext_resource type="Script" path="res://scenes/состояния-эмс.gd" id="1_fvtic"] -[ext_resource type="Texture2D" uid="uid://belwchvdktrw0" path="res://data/эмс-бланк.png" id="2_6nlah"] -[ext_resource type="Texture2D" uid="uid://bwddxs24es81u" path="res://data/эмс-бланк-пост.png" id="3_1phdq"] -[ext_resource type="Texture2D" uid="uid://pfoscstbm025" path="res://data/эмс-бланк-перем.png" id="4_8x71b"] -[ext_resource type="Texture2D" uid="uid://dvl3sq036gn75" path="res://data/эмс-бланк-замыкание.png" id="5_rmevl"] +[ext_resource type="Script" path="res://scenes/состояния-эмс.gd" id="1_5cq67"] +[ext_resource type="Texture2D" uid="uid://belwchvdktrw0" path="res://data/эмс-бланк.png" id="2_don4l"] +[ext_resource type="Texture2D" uid="uid://bwddxs24es81u" path="res://data/эмс-бланк-пост.png" id="3_lu634"] +[ext_resource type="Texture2D" uid="uid://pfoscstbm025" path="res://data/эмс-бланк-перем.png" id="4_b33qw"] +[ext_resource type="Texture2D" uid="uid://dvl3sq036gn75" path="res://data/эмс-бланк-замыкание.png" id="5_q2yfw"] [sub_resource type="SpriteFrames" id="SpriteFrames_ow7xh"] animations = [{ "frames": [{ "duration": 1.0, -"texture": ExtResource("2_6nlah") +"texture": ExtResource("2_don4l") }, { "duration": 1.0, -"texture": ExtResource("3_1phdq") +"texture": ExtResource("3_lu634") }, { "duration": 1.0, -"texture": ExtResource("4_8x71b") +"texture": ExtResource("4_b33qw") }, { "duration": 1.0, -"texture": ExtResource("5_rmevl") +"texture": ExtResource("5_q2yfw") }], "loop": true, "name": &"default", @@ -35,7 +35,7 @@ offset_right = -1540.0 offset_bottom = -1182.0 grow_horizontal = 2 grow_vertical = 2 -script = ExtResource("1_fvtic") +script = ExtResource("1_5cq67") [node name="sprite" type="AnimatedSprite2D" parent="."] position = Vector2(34, 9) diff --git a/scripts/threats.gd b/scripts/threats.gd index 5bafd72..ed2c9af 100644 --- a/scripts/threats.gd +++ b/scripts/threats.gd @@ -54,6 +54,7 @@ func _ready() -> void: timer_check_lost.start(repsettings.ThreatParams.time_lost / 1000.0) + ## Периодически удаляет устаревшие цели func on_timer_check_lost(time_lost: int, threats: Dictionary): var tick = Time.get_ticks_msec() diff --git a/shaders/bip.gdshader b/shaders/bip.gdshader index 558e525..574f435 100644 --- a/shaders/bip.gdshader +++ b/shaders/bip.gdshader @@ -9,7 +9,7 @@ uniform uint tick_update = 0; /* Время после const float time_delta = 0.1; /* Время вспышки при обновлении, c */ const float ds = 0.01; /* Относительное расстояние на котором выполняется сглаживание краёв */ const vec2 center = vec2(0.125, 0.125); /* Центр должен быть в (0.5, 0.5), но это не так */ -const float radius = 0.125 - ds * 2.0; /* Радиус должен быть 0.5, но это не так */ +const float radius = 0.075 - ds * 2.0; /* Радиус должен быть 0.5, но это не так */ diff --git a/shaders/select_tr.gdshader b/shaders/select_tr.gdshader new file mode 100644 index 0000000..8bf2e88 --- /dev/null +++ b/shaders/select_tr.gdshader @@ -0,0 +1,80 @@ +shader_type canvas_item; + +uniform vec4 color: source_color = vec4(1, 1, 1, 1); +uniform vec4 color_up: source_color = vec4(1, 1, 1, 1); /* Цвет вспышки при обновлении */ +const float ds = 0.00725; /* Относительное расстояние на котором выполняется сглаживание краёв */ +const float dsr = 6.125; +const vec2 center = vec2(0.5, 0.5); /* Центр должен быть в (0.5, 0.5), но это не так */ +const float radius = 0.075 - ds * 2.0; /* Радиус должен быть 0.5, но это не так */ + +uniform float speed: hint_range(0.0, 1024.0) = 0.0; /* Время вспышки при обновлении, c */ +uniform int ant_band_count_0 = 3; + +const float ant_band_r0_0 = 0.3; + +const float ant_band_r1_0 = 0.4; + +float smooth_px(float r, float R, float dss) +{ + return 1.0 - smoothstep(R - dss, R + dss, r); +} + +void sector(inout vec4 c, vec2 uv, vec2 cnt, float a, float da, float r0, float r1, vec4 col) +{ + float l = distance(cnt, uv); + vec2 d = uv - cnt; + 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, dsr) - smooth_px(a1 * sf, theta, dsr); + float vr = smooth_px(r0, l, ds) - smooth_px(r1, l, ds); + float rgb = sqrt(va * vr); + c.rgb += col.rgb * rgb * col.a; + c.a += rgb * col.a; +} + + +void antenas(inout vec4 c, vec2 uv, vec2 p0, int cnt, float r0, float r1, vec4 c0, vec4 c1) +{ + float da = 180.0f / float(cnt); + for (int i = -cnt; i <= cnt; i ++) + { + float v = float(i & 1); + vec4 col = v * c0 + (1.0f - v) * c1; + sector(c, uv, p0, float(i) * da, da, r0, r1, col); + } +} + +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; + dir += speed * TIME; + VERTEX = rotateUVmatrinx(VERTEX, center, radians(dir)); +} + + + +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, 0.0); //texture(TEXTURE, UV); // Цвет текущей точки + + // Сетка антенн + antenas(COLOR, uv, center, ant_band_count_0, ant_band_r0_0, ant_band_r1_0, color, color_up); +} diff --git a/shaders/tracked.gdshader b/shaders/tracked.gdshader new file mode 100644 index 0000000..211e065 --- /dev/null +++ b/shaders/tracked.gdshader @@ -0,0 +1,80 @@ +shader_type canvas_item; +uniform vec4 ColorFig:source_color; +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 = 0.001225; +const float radius = 0.125; +uniform float speed: hint_range(0.0, 1024.0) = 0.0; + +float smooth_px(float r, float R, float dss) +{ + return 1.0 - smoothstep(R - dss, R + dss, r); +} + +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); //texture(TEXTURE, UV); // Цвет текущей точки + get_line_points(px0, px1, py0, py1, 330.0); + COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 5.0, UV); + get_line_points(px0, px1, py0, py1, 90.0); + COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 5.0, UV); + get_line_points(px0, px1, py0, py1, 210.0); + COLOR.a += line(vec2(px0, py0), vec2(px1, py1), 5.0, UV); + COLOR *= smooth_px(length(UV-center), radius, DSS); + + +}