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

50
shaders/shield.gdshader Normal file
View 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);
}
}