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uarep-ctl/scenes/bip/bip.tscn

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[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"]