Files
uarep-ctl/shaders/shader_edu.tres
sasha80 ca4112e9b8 godot4
2023-08-15 12:57:03 +03:00

134 lines
4.3 KiB
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://s6xe8igevnv2"]
[sub_resource type="Shader" id="1"]
code = "shader_type canvas_item;
uniform vec2 pc0; /* 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 */
const float ant_band_count_0 = 2.0;
const float ant_band_count_1 = 2.0;
const float ant_band_count_2 = 2.0;
const float ant_band_count_3 = 2.0;
const float ant_band_count_4 = 2.0;
const float ant_band_count_5 = 2.0;
const float ant_band_count_6 = 2.0;
const float ant_band_r0_0 = 200.0;
const float ant_band_r0_1 = 250.0;
const float ant_band_r0_2 = 300.0;
const float ant_band_r0_3 = 350.0;
const float ant_band_r0_4 = 400.0;
const float ant_band_r0_5 = 450.0;
const float ant_band_r0_6 = 500.0;
const float ant_band_r1_0 = 250.0;
const float ant_band_r1_1 = 300.0;
const float ant_band_r1_2 = 350.0;
const float ant_band_r1_3 = 400.0;
const float ant_band_r1_4 = 450.0;
const float ant_band_r1_5 = 500.0;
const float ant_band_r1_6 = 550.0;
const float d4 = 90.0;
const float ds = 1.0;
float SMOOTH(float r, float R, float d)
{
return 1.0 - smoothstep(R - d, R + d, r);
}
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(a0 * sf, theta, ds) - SMOOTH(a1 * sf, theta, ds);
float vr = SMOOTH(r0, l, ds) - SMOOTH(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, float cnt, float r0, float r1, vec4 c0, vec4 c1)
{
float da = 180.0f / float(cnt);
for (int i = int(-cnt); i <= int(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 circle_thin(inout vec3 color, vec2 uv, vec2 p, float r, float w, vec3 c, float a)
{
float d = distance(uv, p);
float v0 = r - w;
float v1 = r + w;
color += a * sqrt(smoothstep(v1, v0, d) * smoothstep(v0, v1, d) * c);
}
void line_r(inout vec4 color, vec2 uv, vec2 center, float theta0, float radius, vec4 c)
{
vec2 d = uv - center;
vec2 p = radius * vec2(cos(theta0 * PI / 180.0), - sin(theta0 * PI / 180.0));
float l = length(d - p * clamp(dot(d, p) / dot(p, p), 0.0, 1.0));
color.rgb += c.rgb * SMOOTH(l, 1.0, ds) * c.a;
}
void rotate_vec2(inout vec2 vert, float a)
{
float sin_a = sin(a);
float cos_a = cos(a);
vert *= mat2(vec2(cos_a, sin_a), vec2(-sin_a, cos_a));
}
void vertex()
{
VERTEX -= pc0;
rotate_vec2(VERTEX, radians(rotation));
VERTEX += 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, ant_band_r1_0, color1, color0);
antenas(COLOR, uv, pc0, ant_band_count_1, ant_band_r0_1, ant_band_r1_1, color0, color1);
antenas(COLOR, uv, pc0, ant_band_count_2, ant_band_r0_2, ant_band_r1_2, color1, color0);
antenas(COLOR, uv, pc0, ant_band_count_3, ant_band_r0_3, ant_band_r1_3, color0, color1);
antenas(COLOR, uv, pc0, ant_band_count_4, ant_band_r0_4, ant_band_r1_4, color1, color0);
antenas(COLOR, uv, pc0, ant_band_count_5, ant_band_r0_5, ant_band_r1_5, color0, color1);
antenas(COLOR, uv, pc0, ant_band_count_6, ant_band_r0_6, ant_band_r1_6, 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