67 lines
2.2 KiB
GLSL
67 lines
2.2 KiB
GLSL
shader_type canvas_item;
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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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const vec4 dbg_color = vec4(1.0, 0.0, 0.0, 1.0);
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uniform int num_receptors = 8;
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uniform float receptor_offset = 0.0;
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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, 0.57);
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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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uniform float shadow_thickness = 0.01;
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uniform float px = 0.002; // Represents 1px in UV space, for AA purposes
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uniform float px2 = 0.004; // Represents 2px in UV space, for AA purposes
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//void vertex() {
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//}
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float angle_diff(float a, float b) {
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float d = mod((a - b), TAU);
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if (d > PI) d = TAU - d;
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return d;
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}
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vec2 line_alpha(float dist) {
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// Returns [line, shadow]
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float d = abs(dist - 1.0) - line_thickness;
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return clamp(vec2(-1.0 - d/px, 1.0 - d/shadow_thickness), 0.0, 1.0);
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}
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vec2 dot_alpha(vec2 uv) {
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// Returns [dot, shadow]
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vec2 output = vec2(0.0);
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// Iterate over all the receptors and check distance to them
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float receptor_spacing = TAU/float(num_receptors);
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for (float rads=receptor_offset; rads<TAU; rads+=receptor_spacing){
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// Check for dot distance
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vec2 dot_uv = vec2(cos(rads), -sin(rads));
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float d = distance(uv, dot_uv) - dot_radius;
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output = clamp(vec2(-1.0 - d/px, 1.0 - d/shadow_thickness), output, vec2(1.0));
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}
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return output;
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}
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void fragment() {
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if (COLOR.rgba != dbg_color) { // Can't use return in fragment() function
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COLOR.rgba = vec4(0.0);
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lowp float dist = distance(UV, vec2(0.0));
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lowp float angle = atan(-UV.y, UV.x);
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vec3 lds_alpha = vec3(0.0);
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lds_alpha.yz = dot_alpha(UV);
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lds_alpha.xz = clamp(line_alpha(dist), vec2(0.0, lds_alpha.z), vec2(1.0-lds_alpha.y));
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lds_alpha = clamp(lds_alpha, 0.0, 1.0);
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lds_alpha.z *= 1.0-min(dot(lds_alpha.xy, vec2(1.0)), 1.0);
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lds_alpha.z *= shadow_color.a;
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COLOR.rgb = (line_color.rgb*lds_alpha.x) + (dot_color.rgb*lds_alpha.y) + (shadow_color.rgb*lds_alpha.z);
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COLOR.a = lds_alpha.y + lds_alpha.x*(1.0-lds_alpha.y);
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COLOR.a += lds_alpha.z*(1.0-COLOR.a);
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COLOR = clamp(COLOR, 0.0, 1.0); }
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} |