Shield wave

This commit is contained in:
R34nd0 2024-01-14 03:01:58 +05:00
commit 0eecd651e4
14 changed files with 341 additions and 13 deletions

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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://cw0827vwv7pc1"]
[ext_resource type="Shader" path="res://shaders/shield.gdshader" id="1_qsjai"]
[resource]
resource_local_to_scene = true
resource_name = "Shield Material"
shader = ExtResource("1_qsjai")
shader_parameter/wave_centers = PackedVector2Array()
shader_parameter/wave_distances = PackedFloat32Array(0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
shader_parameter/color = Color(1, 0, 0, 1)
shader_parameter/max_distance = 20.0
shader_parameter/bublic_size = 20.0

50
shaders/shield.gdshader Normal file
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shader_type canvas_item;
uniform vec2[10] wave_centers;
uniform float[10] wave_distances;
uniform vec3 color : source_color;
uniform float max_distance;
uniform float bublic_size = 2.0;
varying vec2[10] local_position;
float smooth_bublic(vec2 center,vec2 pixel_pos,float distance_from_center,float size)
{
return 1.0-distance(distance_from_center,distance(center,pixel_pos))/size;
}
float solid_bublic(vec2 center,vec2 pixel_pos,float distance_from_center,float size,float border)
{
return step(border,smooth_bublic(center,pixel_pos,distance_from_center,size));;
}
void vertex()
{
for (int i = 0; i < wave_centers.length(); i++)
{
local_position[i] = (inverse(MODEL_MATRIX) * vec4(wave_centers[i],0.0,1.0)).xy;
}
}
void fragment() {
for (int i = 0; i < wave_centers.length(); i++)
{
float wave_distance = wave_distances[i];
float normalized_distance = wave_distance/max_distance;
if (normalized_distance >= 1.0 || normalized_distance < 0.0)
{
break;
}
float bublic = solid_bublic(local_position[i],(UV-0.5)/TEXTURE_PIXEL_SIZE,wave_distance,bublic_size,0.75);
if (bublic == 0.0){
break;
}
COLOR.rgb = mix(COLOR.rgb,vec3(bublic*color),1.0-normalized_distance);
}
}