Color hints on shaders. Fadeout notelines.
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c68d777daa
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10
main.tscn
10
main.tscn
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@ -19,9 +19,9 @@
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[sub_resource type="ShaderMaterial" id=4]
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shader = ExtResource( 4 )
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shader_param/num_receptors = 8
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shader_param/line_color = Plane( 0, 0, 1, 1 )
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shader_param/dot_color = Plane( 0, 0, 1, 1 )
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shader_param/shadow_color = Plane( 0, 0, 0, 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/shadow_color = Color( 0, 0, 0, 1 )
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shader_param/line_thickness = 0.006
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shader_param/dot_radius = 0.033
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shader_param/shadow_thickness = 0.01
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@ -39,6 +39,7 @@ shader_param/line_thickness_min = 0.0
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shader_param/dot_thickness = 0.033
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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_dist = 1.25
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[sub_resource type="ShaderMaterial" id=3]
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shader = ExtResource( 9 )
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@ -138,6 +139,3 @@ margin_bottom = 540.0
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custom_fonts/font = ExtResource( 14 )
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text = "Fingers on the screen:"
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script = ExtResource( 15 )
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__meta__ = {
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"_edit_lock_": true
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}
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@ -1,15 +1,16 @@
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shader_type canvas_item;
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render_mode blend_premul_alpha;
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uniform vec4 line_color = vec4(0.8, 0.8, 1.0, 0.8);
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uniform vec4 line_color_double = vec4(1.0, 1.0, 0.6, 0.9);
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uniform vec4 dot_color = vec4(1.0, 1.0, 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 dot_color : hint_color = vec4(1.0, 1.0, 1.0, 0.8);
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uniform float bps = 1.0;
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uniform float line_thickness = 0.012;
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uniform float line_thickness_min = 0.0;
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uniform float dot_thickness = 0.033;
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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_dist = 1.25;
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//void vertex() {
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//}
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@ -131,4 +132,8 @@ void fragment() {
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COLOR.a = 0.0;
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// COLOR.rgb = (line_color_double.rgb*line_double_alpha + line_color.rgb*line_alpha*(1.0-line_double_alpha))/(line_double_alpha + line_alpha*(1.0-line_double_alpha));
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// COLOR.a = min(line_double_alpha + line_alpha*(1.0-line_double_alpha), 1.0);
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if (dist > 1.0){
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float fade = 1.0 - clamp((max_dist - dist)/(max_dist - 1.0), 0.0, 1.0);
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COLOR.rgb = mix(COLOR.rgb, vec3(0.0), fade);
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}
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}
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@ -2,9 +2,9 @@ shader_type canvas_item;
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render_mode blend_premul_alpha;
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uniform int num_receptors = 8;
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uniform vec4 line_color = vec4(0.0, 0.0, 1.0, 1.0);
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uniform vec4 dot_color = vec4(0.0, 0.0, 1.0, 1.0);
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uniform vec4 shadow_color = vec4(0.0, 0.0, 0.0, 1.0);
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uniform vec4 line_color : hint_color = vec4(0.0, 0.0, 1.0, 1.0);
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uniform vec4 dot_color : hint_color = vec4(0.0, 0.0, 1.0, 1.0);
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uniform vec4 shadow_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0);
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//uniform float bps = 1.0;
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uniform float line_thickness = 0.006;
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uniform float dot_radius = 0.033;
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