shader_type canvas_item; render_mode blend_premul_alpha; const float TAU = 6.283185307; const float PI = 3.1415926536; const float EPS = 0.00001; uniform vec4 line_color : hint_color = vec4(0.8, 0.8, 1.0, 0.8); uniform vec4 line_color_double : hint_color = vec4(1.0, 1.0, 0.6, 0.9); uniform vec4 dot_color : hint_color = vec4(1.0, 1.0, 1.0, 0.8); uniform float bps = 1.0; uniform float line_thickness = 0.012; uniform float line_thickness_min = 0.0; uniform float dot_thickness = 0.033; uniform float dot_fullbright_thickness = 0.013; uniform float max_angle = 1.5708; //1.0708; //3.14159*0.5; //radians(90.0); uniform float max_dist = 1.25; // 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 uniform vec3 array_postmul = vec3(2.0, 8.0, 6.283185307); //void vertex() { //} float angle_diff(float a, float b) { float d = mod((a - b), TAU); if (d > PI) d = TAU - d; return d; } //vec4 blend_over(vec4 a, vec4 b) { // // Blend a over b, preserving transparency // vec4 color; //// color.rgb = (a.rgb*a.a + b.rgb*b.a*(1.0-a.a))/(a.a + b.a*(1.0-a.a)); //// color.a = min(a.a + b.a*(1.0-a.a), 1.0); // color.a = min(mix(a.a, 1.0, b.a), 1.0); // color.rgb = (a.rgb*a.a + b.rgb*b.a*(1.0-a.a))/color.a; // return color; //} //vec4 blend_additive(vec4 a, vec4 b) { // // Blend a over b, preserving transparency // vec4 color; // color.a = min(mix(a.a, 1.0, b.a), 1.0); // color.rgb = mix(a.rgb, vec3(1.0), b.rgb*b.a*(1.0-a.a)); // return color; //} uniform int array_sidelen = 16; 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; } float get_fringe_alpha(float radial_dist, float angular_dist) { // Branchless edition :) float thickness = mix(line_thickness, line_thickness_min, angular_dist/max_angle) * float(angular_dist < max_angle); return max(thickness-radial_dist, 0.0)/line_thickness; } void fragment() { float dist = distance(UV, vec2(0.0)); float angle = atan(-UV.y, UV.x); float line_alpha = 0.0; float line_double_alpha = 0.0; float dot_alpha = 0.0; // Iterate over all the notes and check distance to them bool last_double = false; int i_end = array_size - array_sidelen - 2; for (int i=0; i dot_thickness) continue; // Check for dot distance vec2 uv = sample.x * vec2(cos(sample.z), -sin(sample.z)); float dist2 = distance(UV, uv); if (dist2 < dot_thickness){ //dot_alpha += (dot_thickness-dist2)/dot_thickness; float w = dot_thickness - dot_fullbright_thickness; dot_alpha += (w-max(dist2-dot_fullbright_thickness, 0.0))/w; } if (last_double){ // Already processed lines in last sample last_double = false; continue; } float diff_a = angle_diff(angle, sample.z); // Check if this note is a double with the next one vec3 sample2 = array_get(TEXTURE, (i+1)).xyz; if (sample.x == sample2.x){ // This note is a double! last_double = true; float double_diff = angle_diff(sample.z, sample2.z); // Find the smallest arc between them, make it fully thick. If they are directly opposite, this will go 360° float diff_a2 = angle_diff(angle, sample2.z); bool fullthick = (diff_a+diff_a2-EPS) <= min(double_diff, PI+EPS); // Branchless logic line_double_alpha += ((line_thickness-radial_dist)/line_thickness) * float(radial_dist < line_thickness) * float(fullthick); line_double_alpha += get_fringe_alpha(radial_dist, min(diff_a, diff_a2)) * float(!fullthick); } else { // Just a regular single, fringing line only line_alpha += get_fringe_alpha(radial_dist, diff_a); } } // Draw release dots for (int i=array_size - array_sidelen; i 1.0){ float fade = 1.0 - clamp((max_dist - dist)/(max_dist - 1.0), 0.0, 1.0); COLOR.rgb = mix(COLOR.rgb, vec3(0.0), fade); } }