[gd_scene load_steps=14 format=3 uid="uid://nl1vklubr5kr"] [ext_resource type="Script" path="res://scenes/bip/bip.gd" id="1_h7l70"] [ext_resource type="Shader" path="res://shaders/bip.gdshader" id="2_rt0la"] [ext_resource type="Shader" path="res://shaders/tracked.gdshader" id="3_2a1qb"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_2dulj"] shader = ExtResource("2_rt0la") 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_w5pye"] [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="Shader" id="Shader_81bae"] 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 = 0.01425; /* Относительное расстояние на котором выполняется сглаживание краёв */ const float dsr = 12.125; 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; uniform float ant_band_r0_0 = 0.3; uniform 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_lpmq6"] shader = SubResource("Shader_81bae") 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 shader_parameter/ant_band_r0_0 = 0.45 shader_parameter/ant_band_r1_0 = 0.5 [sub_resource type="ShaderMaterial" id="ShaderMaterial_h3oo7"] shader = SubResource("Shader_81bae") shader_parameter/color = Color(1, 0, 0, 1) shader_parameter/color_up = Color(1, 1, 1, 0) shader_parameter/speed = 66.064 shader_parameter/ant_band_count_0 = 3 shader_parameter/ant_band_r0_0 = 0.47 shader_parameter/ant_band_r1_0 = 0.5 [sub_resource type="ShaderMaterial" id="ShaderMaterial_lkrha"] shader = ExtResource("3_2a1qb") 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="threat" type="Control"] layout_mode = 3 anchors_preset = 0 offset_right = 20.0 offset_bottom = 20.0 script = ExtResource("1_h7l70") [node name="bip" type="TextureButton" parent="."] material = SubResource("ShaderMaterial_2dulj") layout_direction = 1 layout_mode = 0 offset_right = 1.0 offset_bottom = 1.0 scale = Vector2(20, 20) button_mask = 3 texture_normal = SubResource("PlaceholderTexture2D_w5pye") stretch_mode = 3 [node name="selector" type="Sprite2D" parent="."] visible = false material = SubResource("ShaderMaterial_fkqwb") scale = Vector2(20, 20) texture = SubResource("PlaceholderTexture2D_hqs6j") centered = false [node name="recomendation" type="Sprite2D" parent="."] visible = false material = SubResource("ShaderMaterial_lpmq6") scale = Vector2(20, 20) texture = SubResource("PlaceholderTexture2D_hqs6j") centered = false [node name="ecm_done" type="Sprite2D" parent="."] visible = false material = SubResource("ShaderMaterial_h3oo7") position = Vector2(-5, -5) scale = Vector2(30, 30) texture = SubResource("PlaceholderTexture2D_hqs6j") centered = false [node name="track" type="Sprite2D" parent="."] visible = false material = SubResource("ShaderMaterial_lkrha") position = Vector2(10, 10) scale = Vector2(26, 26) texture = SubResource("PlaceholderTexture2D_svd33") [connection signal="gui_input" from="bip" to="." method="_on_bip_gui_input"]