Add rotating shine rays
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@ -11,6 +11,8 @@ extents = Vector3( 0.584547, 2.22627, 0.659734 )
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code = "shader_type spatial;
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uniform float PI = 3.1415;
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// BILLBOARD_FIXED_Y
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// from: https://github.com/godotengine/godot/blob/master/scene/resources/material.cpp#L552
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void vertex() {
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@ -18,46 +20,47 @@ void vertex() {
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MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz),0,0,0),vec4(0,1,0,0),vec4(0,0,length(WORLD_MATRIX[2].xyz),0),vec4(0,0,0,1));
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}
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//float atan2(vec2 coords) {
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// float pi = 3.14;
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// if (coords.x > 0.0) {
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// return atan(coords.x, coords.y);
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// } else if (coords.x < 0.0) {
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// if (coords.y >= 0.0) {
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// return atan(coords.x, coords.y) - pi;
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// } else {
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// return atan(coords.x, coords.y) + pi;
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// }
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// } else if (coords.y > 0.0) {
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// return pi / 2.0;
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// } else {
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// return - pi / 2.0;
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// }
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//}
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float shine_ray(vec2 center_coords, float time, float offset, float speed) {
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// atan() is in [-pi, pi[
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float angle = atan(center_coords.x, center_coords.y) + offset;
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if (angle > PI) {
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angle -= 2.0 * PI;
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}
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if (angle < -PI) {
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angle += 2.0 * PI;
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}
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float t = mod(-time * speed, 2.0 * PI) - PI; // [-pi, pi[
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bool on_ray = abs(angle - t) < 0.05;
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if (!on_ray) {
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return 0.0;
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}
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float max_dist = 0.5; // maximum orthogonal distance from center in a [0,1] rectangle
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float center_dist = sqrt(pow(center_coords.x, 2) + pow(center_coords.y, 2)) / max_dist;
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float intensity = 1.0;
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return clamp((1.0 - center_dist) * intensity, 0.0, 1.0);
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}
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void fragment() {
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ALBEDO = vec3(1.0, 1.0, 0);
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vec2 center_coords = vec2(UV.x - 0.5, UV.y - 0.5);
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float max_dist = 0.5; // maximum orthogonal distance from center in a [0,1] rectangle
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// distance from the center, normalized on [0,1]
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float center_dist = sqrt(pow(center_coords.x, 2) + pow(center_coords.y, 2)) / max_dist;
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float angle = atan(center_coords.x, center_coords.y);
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bool on_ray = abs(angle - (sin(TIME) * 3.14)) < 0.1;// * (1.0 - center_dist);
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if (on_ray) {
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ALPHA = 1.0;
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} else {
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ALPHA = max(1.0 - center_dist, 0.0);
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}
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ALPHA = clamp(
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shine_ray(center_coords, TIME, 0.0, 0.3) +
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shine_ray(center_coords, TIME, PI, 0.3) +
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shine_ray(center_coords, TIME, 0.0, 0.5) +
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shine_ray(center_coords, TIME, PI, 0.4),
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0.0, 1.0);
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}
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"
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_sections_unfolded = [ "Resource" ]
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[sub_resource type="ShaderMaterial" id=3]
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render_priority = 0
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shader = SubResource( 2 )
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shader_param/PI = null
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[sub_resource type="Gradient" id=4]
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@ -158,5 +161,8 @@ frame = 0
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region_enabled = false
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region_rect = Rect2( 0, 0, 0, 0 )
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_sections_unfolded = [ "Animation", "Flags", "Geometry", "LOD", "Pause", "Region", "Transform", "Visibility" ]
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__meta__ = {
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"_edit_lock_": true
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}
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