Ported to GLES2
This commit is contained in:
parent
dcc25dae5f
commit
9e70c0b4f4
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@ -376,6 +376,7 @@ func touchbutton_released(col):
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check_hold_release(col)
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check_hold_release(col)
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#----------------------------------------------------------------------------------------------------------------------------------------------
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#----------------------------------------------------------------------------------------------------------------------------------------------
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var arr_div := Vector3(2.0, float(Rules.COLS), TAU)
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func _draw():
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func _draw():
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var mesh := ArrayMesh.new()
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var mesh := ArrayMesh.new()
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var noteline_data : Image = noteline_array_image.get_rect(Rect2(0, 0, 16, 16))
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var noteline_data : Image = noteline_array_image.get_rect(Rect2(0, 0, 16, 16))
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@ -386,7 +387,13 @@ func _draw():
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for note in active_notes:
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for note in active_notes:
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var position : float = (t+GameTheme.note_forecast_beats-note.time_hit)/GameTheme.note_forecast_beats
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var position : float = (t+GameTheme.note_forecast_beats-note.time_hit)/GameTheme.note_forecast_beats
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var scale := 1.0
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var scale := 1.0
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noteline_data.set_pixel(i%16, i/16, Color(position, note.column, GameTheme.RADIAL_COL_ANGLES[note.column]))
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noteline_data.set_pixel(
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i%16, i/16, Color(
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position/arr_div.x,
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note.column/arr_div.y,
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GameTheme.RADIAL_COL_ANGLES[note.column]/arr_div.z
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)
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)
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i += 1
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i += 1
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if position < GameTheme.INNER_NOTE_CIRCLE_RATIO:
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if position < GameTheme.INNER_NOTE_CIRCLE_RATIO:
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scale *= position/GameTheme.INNER_NOTE_CIRCLE_RATIO
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scale *= position/GameTheme.INNER_NOTE_CIRCLE_RATIO
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@ -536,6 +543,7 @@ func _ready():
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notelines.set_mesh(make_noteline_mesh())
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notelines.set_mesh(make_noteline_mesh())
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notelines.material.set_shader_param("bps", bpm/60.0)
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notelines.material.set_shader_param("bps", bpm/60.0)
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notelines.material.set_shader_param("array_postmul", arr_div)
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noteline_array_image.create(16, 16, false, Image.FORMAT_RGBF)
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noteline_array_image.create(16, 16, false, Image.FORMAT_RGBF)
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20
Receptors.gd
20
Receptors.gd
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@ -115,7 +115,6 @@ func _draw():
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var ideal_ring_area = PI * (pow(GameTheme.receptor_ring_radius+receptor_px/2+shadow_px, 2) - pow(GameTheme.receptor_ring_radius-receptor_px/2-shadow_px, 2))
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var ideal_ring_area = PI * (pow(GameTheme.receptor_ring_radius+receptor_px/2+shadow_px, 2) - pow(GameTheme.receptor_ring_radius-receptor_px/2-shadow_px, 2))
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var quad_area = 4*pow(GameTheme.receptor_ring_radius+receptor_px/2+shadow_px, 2)
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var quad_area = 4*pow(GameTheme.receptor_ring_radius+receptor_px/2+shadow_px, 2)
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# $"/root/main/InputHandler".text = "Vertices: %d*2 Skew: %.3f\nArea: %.0f\n(%.0f%% ideal ring)\n(%.0f%% quad)\nFPS: %.0f"%[mesh_v, skew, estimated_area, 100.0*estimated_area/ideal_ring_area, 100.0*estimated_area/quad_area, fps]
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material.set_shader_param("dot_radius", 0.5*receptor_px/GameTheme.receptor_ring_radius)
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material.set_shader_param("dot_radius", 0.5*receptor_px/GameTheme.receptor_ring_radius)
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material.set_shader_param("line_thickness", 0.5*ring_px/GameTheme.receptor_ring_radius)
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material.set_shader_param("line_thickness", 0.5*ring_px/GameTheme.receptor_ring_radius)
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@ -133,16 +132,8 @@ func set_ring_skew(skew: int):
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update_ring_mesh()
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update_ring_mesh()
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func set_receptor_positions(skew:=0.0):
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func set_receptor_positions(skew:=0.0):
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var receptor_array_image := Image.new()
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receptor_array_image.create(8, 8, false, Image.FORMAT_RF)
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receptor_array_image.lock()
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for i in Rules.COLS:
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receptor_array_image.set_pixel(i%8, i/8, Color(GameTheme.RADIAL_COL_ANGLES[i]+skew, 0.0, 0.0))
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receptor_array_image.unlock()
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var receptor_data_tex = ImageTexture.new()
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receptor_data_tex.create_from_image(receptor_array_image, 0)
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set_texture(receptor_data_tex)
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material.set_shader_param("num_receptors", Rules.COLS)
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material.set_shader_param("num_receptors", Rules.COLS)
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material.set_shader_param("receptor_offset", PI/Rules.COLS)
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func _ready():
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func _ready():
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set_receptor_positions()
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set_receptor_positions()
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@ -151,7 +142,8 @@ func _ready():
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# $"../InputHandler/SkewSlider".connect("value_changed", self, "set_ring_skew")
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# $"../InputHandler/SkewSlider".connect("value_changed", self, "set_ring_skew")
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$"/root".connect("size_changed", self, "update")
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$"/root".connect("size_changed", self, "update")
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func _process(delta):
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#func _process(delta):
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if not Engine.editor_hint:
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# pass
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set_receptor_positions(sin(OS.get_ticks_msec()*0.001*0.0125*PI)*PI)
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# if not Engine.editor_hint:
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update()
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# set_receptor_positions(sin(OS.get_ticks_msec()*0.001*0.0125*PI)*PI)
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# update()
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45
main.tscn
45
main.tscn
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@ -1,4 +1,4 @@
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[gd_scene load_steps=22 format=2]
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[gd_scene load_steps=23 format=2]
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[ext_resource path="res://main.gd" type="Script" id=1]
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[ext_resource path="res://main.gd" type="Script" id=1]
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[ext_resource path="res://video.gd" type="Script" id=2]
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[ext_resource path="res://video.gd" type="Script" id=2]
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@ -21,23 +21,37 @@
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[sub_resource type="ShaderMaterial" id=1]
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 4 )
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shader = ExtResource( 4 )
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shader_param/num_receptors = 8
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shader_param/num_receptors = 8
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shader_param/receptor_offset = 0.0
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shader_param/line_color = Color( 0, 0, 1, 1 )
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shader_param/line_color = Color( 0, 0, 1, 1 )
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shader_param/dot_color = Color( 0, 0, 1, 1 )
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shader_param/dot_color = Color( 0, 0, 1, 1 )
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shader_param/shadow_color = Color( 0, 0, 0, 1 )
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shader_param/shadow_color = Color( 0, 0, 0, 1 )
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shader_param/line_thickness = 0.006
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shader_param/line_thickness = 0.00434783
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shader_param/dot_radius = 0.033
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shader_param/dot_radius = 0.026087
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shader_param/shadow_thickness = 0.01
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shader_param/shadow_thickness = 0.0173913
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shader_param/shadow_thickness_taper = 0.33
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shader_param/shadow_thickness_taper = -0.75
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shader_param/px = 0.002
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shader_param/px = 0.00108696
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[sub_resource type="ShaderMaterial" id=2]
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[sub_resource type="ArrayMesh" id=2]
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surfaces/0 = {
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"aabb": AABB( -481.834, -481.834, 0, 963.667, 963.667, 0 ),
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"array_data": PoolByteArray( 0, 0, 220, 67, 0, 0, 0, 0, 166, 59, 0, 0, 177, 234, 240, 67, 0, 0, 0, 0, 48, 60, 0, 0, 95, 168, 216, 67, 118, 207, 152, 66, 137, 59, 80, 49, 183, 65, 237, 67, 202, 86, 167, 66, 32, 60, 210, 49, 125, 187, 206, 67, 38, 125, 22, 67, 48, 59, 60, 53, 64, 99, 226, 67, 249, 203, 36, 67, 223, 59, 187, 53, 141, 134, 190, 67, 0, 0, 92, 67, 160, 58, 166, 55, 217, 163, 208, 67, 177, 234, 112, 67, 65, 59, 48, 56, 159, 135, 168, 67, 204, 105, 141, 67, 220, 57, 235, 56, 142, 141, 184, 67, 186, 219, 154, 67, 107, 58, 98, 57, 204, 105, 141, 67, 159, 135, 168, 67, 235, 56, 220, 57, 186, 219, 154, 67, 142, 141, 184, 67, 98, 57, 107, 58, 0, 0, 92, 67, 141, 134, 190, 67, 166, 55, 160, 58, 177, 234, 112, 67, 217, 163, 208, 67, 48, 56, 65, 59, 38, 125, 22, 67, 125, 187, 206, 67, 60, 53, 48, 59, 249, 203, 36, 67, 64, 99, 226, 67, 187, 53, 223, 59, 118, 207, 152, 66, 95, 168, 216, 67, 80, 49, 137, 59, 202, 86, 167, 66, 183, 65, 237, 67, 210, 49, 32, 60, 141, 172, 242, 40, 0, 0, 220, 67, 0, 0, 166, 59, 143, 223, 4, 41, 177, 234, 240, 67, 0, 0, 48, 60, 118, 207, 152, 194, 95, 168, 216, 67, 80, 177, 137, 59, 202, 86, 167, 194, 183, 65, 237, 67, 210, 177, 32, 60, 38, 125, 22, 195, 125, 187, 206, 67, 60, 181, 48, 59, 249, 203, 36, 195, 64, 99, 226, 67, 187, 181, 223, 59, 0, 0, 92, 195, 141, 134, 190, 67, 166, 183, 160, 58, 177, 234, 112, 195, 217, 163, 208, 67, 48, 184, 65, 59, 204, 105, 141, 195, 159, 135, 168, 67, 235, 184, 220, 57, 186, 219, 154, 195, 142, 141, 184, 67, 98, 185, 107, 58, 159, 135, 168, 195, 204, 105, 141, 67, 220, 185, 235, 56, 142, 141, 184, 195, 186, 219, 154, 67, 107, 186, 98, 57, 141, 134, 190, 195, 0, 0, 92, 67, 160, 186, 166, 55, 217, 163, 208, 195, 177, 234, 112, 67, 65, 187, 48, 56, 125, 187, 206, 195, 38, 125, 22, 67, 48, 187, 60, 53, 64, 99, 226, 195, 249, 203, 36, 67, 223, 187, 187, 53, 95, 168, 216, 195, 118, 207, 152, 66, 137, 187, 80, 49, 183, 65, 237, 195, 202, 86, 167, 66, 32, 188, 210, 49, 0, 0, 220, 195, 141, 172, 114, 41, 166, 187, 0, 0, 177, 234, 240, 195, 143, 223, 132, 41, 48, 188, 0, 0, 95, 168, 216, 195, 118, 207, 152, 194, 137, 187, 80, 177, 183, 65, 237, 195, 202, 86, 167, 194, 32, 188, 210, 177, 125, 187, 206, 195, 38, 125, 22, 195, 48, 187, 60, 181, 64, 99, 226, 195, 249, 203, 36, 195, 223, 187, 187, 181, 141, 134, 190, 195, 0, 0, 92, 195, 160, 186, 166, 183, 217, 163, 208, 195, 177, 234, 112, 195, 65, 187, 48, 184, 159, 135, 168, 195, 204, 105, 141, 195, 220, 185, 235, 184, 142, 141, 184, 195, 186, 219, 154, 195, 107, 186, 98, 185, 204, 105, 141, 195, 159, 135, 168, 195, 235, 184, 220, 185, 186, 219, 154, 195, 142, 141, 184, 195, 98, 185, 107, 186, 0, 0, 92, 195, 141, 134, 190, 195, 166, 183, 160, 186, 177, 234, 112, 195, 217, 163, 208, 195, 48, 184, 65, 187, 38, 125, 22, 195, 125, 187, 206, 195, 60, 181, 48, 187, 249, 203, 36, 195, 64, 99, 226, 195, 187, 181, 223, 187, 118, 207, 152, 194, 95, 168, 216, 195, 80, 177, 137, 187, 202, 86, 167, 194, 183, 65, 237, 195, 210, 177, 32, 188, 106, 1, 182, 169, 0, 0, 220, 195, 0, 0, 166, 187, 87, 79, 199, 169, 177, 234, 240, 195, 0, 0, 48, 188, 118, 207, 152, 66, 95, 168, 216, 195, 80, 49, 137, 187, 202, 86, 167, 66, 183, 65, 237, 195, 210, 49, 32, 188, 38, 125, 22, 67, 125, 187, 206, 195, 60, 53, 48, 187, 249, 203, 36, 67, 64, 99, 226, 195, 187, 53, 223, 187, 0, 0, 92, 67, 141, 134, 190, 195, 166, 55, 160, 186, 177, 234, 112, 67, 217, 163, 208, 195, 48, 56, 65, 187, 204, 105, 141, 67, 159, 135, 168, 195, 235, 56, 220, 185, 186, 219, 154, 67, 142, 141, 184, 195, 98, 57, 107, 186, 159, 135, 168, 67, 204, 105, 141, 195, 220, 57, 235, 184, 142, 141, 184, 67, 186, 219, 154, 195, 107, 58, 98, 185, 141, 134, 190, 67, 0, 0, 92, 195, 160, 58, 166, 183, 217, 163, 208, 67, 177, 234, 112, 195, 65, 59, 48, 184, 125, 187, 206, 67, 38, 125, 22, 195, 48, 59, 60, 181, 64, 99, 226, 67, 249, 203, 36, 195, 223, 59, 187, 181, 95, 168, 216, 67, 118, 207, 152, 194, 137, 59, 80, 177, 183, 65, 237, 67, 202, 86, 167, 194, 32, 60, 210, 177, 0, 0, 220, 67, 0, 0, 0, 0, 166, 59, 0, 0, 177, 234, 240, 67, 0, 0, 0, 0, 48, 60, 0, 0 ),
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"array_index_data": PoolByteArray( ),
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"blend_shape_data": [ ],
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"format": 359441,
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"index_count": 0,
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"primitive": 5,
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"skeleton_aabb": [ ],
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"vertex_count": 74
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}
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[sub_resource type="ShaderMaterial" id=3]
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shader = ExtResource( 9 )
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shader = ExtResource( 9 )
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shader_param/bps = null
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shader_param/bps = null
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shader_param/star_color = null
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shader_param/star_color = null
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shader_param/held_color = null
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shader_param/held_color = null
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shader_param/screen_size = null
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shader_param/screen_size = null
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[sub_resource type="ShaderMaterial" id=3]
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[sub_resource type="ShaderMaterial" id=4]
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shader = ExtResource( 10 )
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shader = ExtResource( 10 )
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shader_param/line_color = Color( 0.8, 0.8, 1, 0.8 )
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shader_param/line_color = Color( 0.8, 0.8, 1, 0.8 )
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shader_param/line_color_double = Color( 1, 1, 0.6, 0.9 )
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shader_param/line_color_double = Color( 1, 1, 0.6, 0.9 )
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@ -49,8 +63,11 @@ shader_param/dot_thickness = 0.033
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shader_param/dot_fullbright_thickness = 0.013
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shader_param/dot_fullbright_thickness = 0.013
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shader_param/max_angle = 1.0708
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shader_param/max_angle = 1.0708
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shader_param/max_dist = 1.25
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shader_param/max_dist = 1.25
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shader_param/array_postmul = Vector3( 1, 1, 1 )
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shader_param/array_sidelen = 16
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shader_param/array_size = 256
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[sub_resource type="CanvasItemMaterial" id=4]
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[sub_resource type="CanvasItemMaterial" id=5]
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blend_mode = 4
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blend_mode = 4
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[node name="main" type="Node2D"]
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[node name="main" type="Node2D"]
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@ -62,6 +79,7 @@ __meta__ = {
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}
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}
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[node name="music" type="AudioStreamPlayer" parent="."]
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[node name="music" type="AudioStreamPlayer" parent="."]
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volume_db = -6.0
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[node name="video" type="VideoPlayer" parent="."]
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[node name="video" type="VideoPlayer" parent="."]
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margin_left = -540.0
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margin_left = -540.0
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@ -84,6 +102,7 @@ script = ExtResource( 3 )
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[node name="Receptors" type="MeshInstance2D" parent="."]
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[node name="Receptors" type="MeshInstance2D" parent="."]
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material = SubResource( 1 )
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material = SubResource( 1 )
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mesh = SubResource( 2 )
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script = ExtResource( 5 )
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script = ExtResource( 5 )
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[node name="NoteHandler" type="Node2D" parent="."]
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[node name="NoteHandler" type="Node2D" parent="."]
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@ -106,13 +125,13 @@ scale = Vector2( 0.5, 0.5 )
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texture = ExtResource( 8 )
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texture = ExtResource( 8 )
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[node name="meshinstance" type="MeshInstance2D" parent="NoteHandler/Viewport/Center"]
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[node name="meshinstance" type="MeshInstance2D" parent="NoteHandler/Viewport/Center"]
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material = SubResource( 2 )
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[node name="notelines" type="MeshInstance2D" parent="NoteHandler/Viewport/Center"]
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material = SubResource( 3 )
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material = SubResource( 3 )
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[node name="Painter" type="Node2D" parent="NoteHandler"]
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[node name="notelines" type="MeshInstance2D" parent="NoteHandler/Viewport/Center"]
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material = SubResource( 4 )
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material = SubResource( 4 )
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[node name="Painter" type="Node2D" parent="NoteHandler"]
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material = SubResource( 5 )
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script = ExtResource( 11 )
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script = ExtResource( 11 )
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[node name="Menu" type="Control" parent="."]
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[node name="Menu" type="Control" parent="."]
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@ -59,6 +59,7 @@ singletons_disabled=[ ]
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[rendering]
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[rendering]
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quality/driver/driver_name="GLES2"
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vram_compression/import_etc=true
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vram_compression/import_etc=true
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environment/default_clear_color=Color( 0.16, 0.16, 0.16, 1 )
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environment/default_clear_color=Color( 0.16, 0.16, 0.16, 1 )
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quality/filters/msaa=1
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quality/filters/msaa=1
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@ -1,6 +1,9 @@
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shader_type canvas_item;
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shader_type canvas_item;
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render_mode blend_premul_alpha;
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render_mode blend_premul_alpha;
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const float TAU = 6.283185307;
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const float PI = 3.1415926536;
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uniform vec4 line_color : hint_color = vec4(0.8, 0.8, 1.0, 0.8);
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uniform vec4 line_color : hint_color = vec4(0.8, 0.8, 1.0, 0.8);
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uniform vec4 line_color_double : hint_color = vec4(1.0, 1.0, 0.6, 0.9);
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uniform vec4 line_color_double : hint_color = vec4(1.0, 1.0, 0.6, 0.9);
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uniform vec4 dot_color : hint_color = vec4(1.0, 1.0, 1.0, 0.8);
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uniform vec4 dot_color : hint_color = vec4(1.0, 1.0, 1.0, 0.8);
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@ -12,12 +15,15 @@ uniform float dot_fullbright_thickness = 0.013;
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uniform float max_angle = 1.0708; //3.14159*0.5; //radians(90.0);
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uniform float max_angle = 1.0708; //3.14159*0.5; //radians(90.0);
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uniform float max_dist = 1.25;
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uniform float max_dist = 1.25;
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// GLES2 clamps our color values that we send as makeshift arrays, so we need to divide them in code and multiply them in our shader
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uniform vec3 array_postmul = vec3(1.0);
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//void vertex() {
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//void vertex() {
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//}
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//}
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float angle_diff(float a, float b) {
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float angle_diff(float a, float b) {
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float d = mod((a - b), 6.28318);
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float d = mod((a - b), TAU);
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if (d > 3.14159) d = 6.28318 - d;
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if (d > PI) d = TAU - d;
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return d;
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return d;
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}
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}
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@ -38,6 +44,17 @@ float angle_diff(float a, float b) {
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// return color;
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// return color;
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//}
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//}
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uniform int array_sidelen = 16;
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uniform int array_size = 256; // Remember to set both of these when using different sizes!
|
||||||
|
vec3 array_get(sampler2D tex, int index) {
|
||||||
|
// GLES3 only
|
||||||
|
//return texelFetch(TEXTURE, ivec2(index%array_sidelen, index/array_sidelen), 0).xyz;
|
||||||
|
// GLES2 workaround
|
||||||
|
float x = float(index%array_sidelen)/float(array_sidelen);
|
||||||
|
float y = float(index/array_sidelen)/float(array_sidelen);
|
||||||
|
return texture(tex, vec2(x, y), -100.0).xyz * array_postmul;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void fragment() {
|
void fragment() {
|
||||||
float dist = distance(UV, vec2(0.0));
|
float dist = distance(UV, vec2(0.0));
|
||||||
|
@ -50,7 +67,7 @@ void fragment() {
|
||||||
bool last_double = false;
|
bool last_double = false;
|
||||||
for (int i=0; i<238; i++){
|
for (int i=0; i<238; i++){
|
||||||
// x, y, z = distance, column, column_radians
|
// x, y, z = distance, column, column_radians
|
||||||
vec3 sample = texelFetch(TEXTURE, ivec2(i%16, i/16), 0).xyz;
|
vec3 sample = array_get(TEXTURE, i).xyz;
|
||||||
if (sample == vec3(0.0)) break;
|
if (sample == vec3(0.0)) break;
|
||||||
float diff = abs(dist - sample.x);
|
float diff = abs(dist - sample.x);
|
||||||
// Short-circuit out if our radial difference is too high to matter in any case.
|
// Short-circuit out if our radial difference is too high to matter in any case.
|
||||||
|
@ -74,7 +91,7 @@ void fragment() {
|
||||||
|
|
||||||
float diff_a = angle_diff(angle, sample.z);
|
float diff_a = angle_diff(angle, sample.z);
|
||||||
// Check if this note is a double with the next one
|
// Check if this note is a double with the next one
|
||||||
vec3 sample2 = texelFetch(TEXTURE, ivec2((i+1)%16, (i+1)/16), 0).xyz;
|
vec3 sample2 = array_get(TEXTURE, (i+1)).xyz;
|
||||||
if (sample.x == sample2.x){
|
if (sample.x == sample2.x){
|
||||||
// This note is a double!
|
// This note is a double!
|
||||||
last_double = true;
|
last_double = true;
|
||||||
|
@ -113,8 +130,9 @@ void fragment() {
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw release dots
|
// Draw release dots
|
||||||
for (int i=0; i<15; i++){
|
int i_start = array_size - array_sidelen;
|
||||||
vec3 sample = texelFetch(TEXTURE, ivec2(i, 15), 0).xyz;
|
for (int i=i_start; i<array_size; i++){
|
||||||
|
vec3 sample = array_get(TEXTURE, i).xyz;
|
||||||
if (sample == vec3(0.0)) break;
|
if (sample == vec3(0.0)) break;
|
||||||
vec2 uv = sample.x * vec2(cos(sample.z), -sin(sample.z));
|
vec2 uv = sample.x * vec2(cos(sample.z), -sin(sample.z));
|
||||||
float dist2 = distance(UV, uv);
|
float dist2 = distance(UV, uv);
|
||||||
|
|
|
@ -1,7 +1,11 @@
|
||||||
shader_type canvas_item;
|
shader_type canvas_item;
|
||||||
render_mode blend_premul_alpha;
|
render_mode blend_premul_alpha;
|
||||||
|
|
||||||
|
const float TAU = 6.283185307;
|
||||||
|
const float PI = 3.1415926536;
|
||||||
|
|
||||||
uniform int num_receptors = 8;
|
uniform int num_receptors = 8;
|
||||||
|
uniform float receptor_offset = 0.0;
|
||||||
uniform vec4 line_color : hint_color = vec4(0.0, 0.0, 1.0, 1.0);
|
uniform vec4 line_color : hint_color = vec4(0.0, 0.0, 1.0, 1.0);
|
||||||
uniform vec4 dot_color : hint_color = vec4(0.0, 0.0, 1.0, 1.0);
|
uniform vec4 dot_color : hint_color = vec4(0.0, 0.0, 1.0, 1.0);
|
||||||
uniform vec4 shadow_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0);
|
uniform vec4 shadow_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||||
|
@ -16,8 +20,8 @@ uniform float px = 0.002; // Represents 1px in UV space, for AA purposes
|
||||||
//}
|
//}
|
||||||
|
|
||||||
float angle_diff(float a, float b) {
|
float angle_diff(float a, float b) {
|
||||||
float d = mod((a - b), 6.28318);
|
float d = mod((a - b), TAU);
|
||||||
if (d > 3.14159) d = 6.28318 - d;
|
if (d > PI) d = TAU - d;
|
||||||
return d;
|
return d;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -42,9 +46,8 @@ void fragment() {
|
||||||
}
|
}
|
||||||
|
|
||||||
// Iterate over all the receptors and check distance to them
|
// Iterate over all the receptors and check distance to them
|
||||||
for (int i=0; i<num_receptors; i++){
|
float receptor_spacing = TAU/float(num_receptors);
|
||||||
lowp float rads = texelFetch(TEXTURE, ivec2(i%8, i/8), 0).x;
|
for (float rads=receptor_offset; rads<TAU; rads+=receptor_spacing){
|
||||||
|
|
||||||
// Check for dot distance
|
// Check for dot distance
|
||||||
vec2 uv = vec2(cos(rads), -sin(rads));
|
vec2 uv = vec2(cos(rads), -sin(rads));
|
||||||
float dist2 = distance(UV, uv);
|
float dist2 = distance(UV, uv);
|
||||||
|
|
Loading…
Reference in New Issue