diff --git a/shaders/antenas.tres b/shaders/antenas.tres new file mode 100644 index 0000000..c31a209 --- /dev/null +++ b/shaders/antenas.tres @@ -0,0 +1,105 @@ +[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://s6xe8igevnv2"] + +[sub_resource type="Shader" id="1"] +code = "shader_type canvas_item; + +#include \"tools.gdshaderinc\" + +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 = 200.0; /* Радиус внутренний. Должно быть равно ant_band_r0_0 */ +uniform float radius_outter = 550.0; /* Радиус внешний. Должно быть равно ant_band_r1_6 */ +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[] = {200.0, 480.0}; +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}; + + +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, 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); + } +} + + +void vertex() +{ + rotate_vec2(VERTEX, radians(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, 0.0); //texture(TEXTURE, UV); // Цвет текущей точки + + // Сетка антенн + antenas(COLOR, uv, pc0, ant_band_count_0, ant_band_r0_0[mode], ant_band_r1_0[mode], color1, color0); + antenas(COLOR, uv, pc0, ant_band_count_1, ant_band_r0_1[mode], ant_band_r1_1[mode], color0, color1); + antenas(COLOR, uv, pc0, ant_band_count_2, ant_band_r0_2[mode], ant_band_r1_2[mode], color1, color0); + antenas(COLOR, uv, pc0, ant_band_count_3, ant_band_r0_3[mode], ant_band_r1_3[mode], color0, color1); + antenas(COLOR, uv, pc0, ant_band_count_4, ant_band_r0_4[mode], ant_band_r1_4[mode], color1, color0); + antenas(COLOR, uv, pc0, ant_band_count_5, ant_band_r0_5[mode], ant_band_r1_5[mode], color0, color1); + antenas(COLOR, uv, pc0, ant_band_count_6, ant_band_r0_6[mode], ant_band_r1_6[mode], color1, color0); +} +" + +[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 = 200.0 +shader_parameter/radius_outter = 550.0 +shader_parameter/mode = 0