125 lines
5.0 KiB
Plaintext
125 lines
5.0 KiB
Plaintext
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://s6xe8igevnv2"]
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[sub_resource type="Shader" id="1"]
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code = "shader_type canvas_item;
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#include \"tools.gdshaderinc\"
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#define RADIUS_INNER_0 200.0 /* Радиус внутренний для режима приоритет РТО */
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#define RADIUS_INNER_1 480.0 /* Радиус внутренний для режима приоритет РЛС */
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uniform vec2 pc0 = vec2(560, 560); /* Центр сетки антенн */
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uniform float rotation: hint_range(0.0, 360.0) = 0.0; /* */
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uniform vec4 color0: source_color = vec4(0.38, 0.47, 0.51, 0.4);
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uniform vec4 color1: source_color = vec4(0.39, 0.44, 0.50, 0.4);
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uniform float radius_inner_0 = RADIUS_INNER_0;
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uniform float radius_inner_1 = RADIUS_INNER_1;
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uniform float radius_outter = 550.0; /* Радиус внешний. Должно быть равно ant_band_r1_6 */
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uniform int mode = 0; /* Режим отображения. Приоритет РТО - 0, приоритет РЛС - 1 */
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const int ant_band_count_0 = 2;
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const int ant_band_count_1 = 2;
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const int ant_band_count_2 = 2;
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const int ant_band_count_3 = 2;
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const int ant_band_count_4 = 2;
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const int ant_band_count_5 = 2;
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const int ant_band_count_6 = 2;
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const float ant_band_r0_0[] = {RADIUS_INNER_0, RADIUS_INNER_1};
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const float ant_band_r0_1[] = {250.0, 490.0};
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const float ant_band_r0_2[] = {300.0, 500.0};
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const float ant_band_r0_3[] = {350.0, 510.0};
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const float ant_band_r0_4[] = {400.0, 520.0};
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const float ant_band_r0_5[] = {450.0, 530.0};
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const float ant_band_r0_6[] = {500.0, 540.0};
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const float ant_band_r1_0[] = {250.0, 490.0};
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const float ant_band_r1_1[] = {300.0, 500.0};
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const float ant_band_r1_2[] = {350.0, 510.0};
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const float ant_band_r1_3[] = {400.0, 520.0};
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const float ant_band_r1_4[] = {450.0, 530.0};
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const float ant_band_r1_5[] = {500.0, 540.0};
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const float ant_band_r1_6[] = {550.0, 550.0};
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uniform vec3 ant_band_c[28];
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const float d4 = 90.0;
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const float ds = 1.0;
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void sector(inout vec4 c, vec2 uv, vec2 center, float a, float da, float r0, float r1, vec4 color)
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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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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_px(a0 * sf, theta, ds) - smooth_px(a1 * sf, theta, ds);
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float vr = smooth_px(r0, l, ds) - smooth_px(r1, l, ds);
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float rgb = sqrt(va * vr);
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c.rgb += color.rgb * rgb * color.a;
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c.a += rgb * color.a;
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}
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void antenas(inout vec4 c, vec2 uv, vec2 p0, int cnt, float r0, float r1, inout int index)
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{
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float da = 180.0 / float(cnt);
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for (int i = -cnt; i <= cnt; i ++)
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{
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vec4 col;
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int j = index;
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if (i == 2)
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{
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index--;
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j = index - 3;
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}
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col.x = ant_band_c[j].x;
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col.y = ant_band_c[j].y;
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col.z = ant_band_c[j].z;
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index++;
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col.a = 0.5;
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float v = float(i & 1);
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vec4 color = v * col + (1.0f - v) * col;
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sector(c, uv, p0, float(i) * da, da, r0, r1, color);
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}
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}
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void vertex()
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{
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rotate_vec2(VERTEX, radians(rotation), pc0);
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}
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void fragment()
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{
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ivec2 isz = textureSize(TEXTURE, 0);
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vec2 uv = UV * vec2(float(isz.x), float(isz.y)); // координаты текущей точки в пикселях
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COLOR = vec4(0, 0, 0, 0); //texture(TEXTURE, UV); // Цвет текущей точки
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int index = 0;
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// Сетка антенн
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antenas(COLOR, uv, pc0, ant_band_count_0, ant_band_r0_0[mode], ant_band_r1_0[mode], index);
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antenas(COLOR, uv, pc0, ant_band_count_1, ant_band_r0_1[mode], ant_band_r1_1[mode], index);
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antenas(COLOR, uv, pc0, ant_band_count_2, ant_band_r0_2[mode], ant_band_r1_2[mode], index);
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antenas(COLOR, uv, pc0, ant_band_count_3, ant_band_r0_3[mode], ant_band_r1_3[mode], index);
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antenas(COLOR, uv, pc0, ant_band_count_4, ant_band_r0_4[mode], ant_band_r1_4[mode], index);
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antenas(COLOR, uv, pc0, ant_band_count_5, ant_band_r0_5[mode], ant_band_r1_5[mode], index);
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antenas(COLOR, uv, pc0, ant_band_count_6, ant_band_r0_6[mode], ant_band_r1_6[mode], index);
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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/pc0 = Vector2(560, 560)
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shader_parameter/rotation = 0.0
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shader_parameter/color0 = Color(0.380392, 0.470588, 0.509804, 0.537255)
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shader_parameter/color1 = Color(0.3315, 0.45645, 0.51, 0.537255)
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shader_parameter/radius_inner_0 = 200.0
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shader_parameter/radius_inner_1 = 480.0
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shader_parameter/radius_outter = 550.0
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shader_parameter/mode = 0
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shader_parameter/ant_band_c = PackedVector3Array(0.38, 0.47, 0.51, 0.39, 0.44, 0.5, 0.38, 0.47, 0.51, 0.39, 0.44, 0.5, 0.39, 0.44, 0.5, 0.38, 0.47, 0.51, 0.39, 0.44, 0.5, 0.38, 0.47, 0.51, 0.38, 0.47, 0.51, 0.39, 0.44, 0.5, 0.38, 0.47, 0.51, 0.39, 0.44, 0.5, 0.39, 0.44, 0.5, 0.38, 0.47, 0.51, 0.39, 0.44, 0.5, 0.38, 0.47, 0.51, 0.38, 0.47, 0.51, 0.39, 0.44, 0.5, 0.38, 0.47, 0.51, 0.39, 0.44, 0.5, 0.39, 0.44, 0.5, 0.38, 0.47, 0.51, 0.39, 0.44, 0.5, 0.38, 0.47, 0.51, 0.38, 0.47, 0.51, 0.39, 0.44, 0.5, 0.38, 0.47, 0.51, 0.39, 0.44, 0.5)
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