[gd_scene load_steps=8 format=2] [ext_resource path="res://models/flag.glb" type="PackedScene" id=1] [ext_resource path="res://scenes/Goal.gd" type="Script" id=2] [sub_resource type="BoxShape" id=1] extents = Vector3( 0.584547, 2.22627, 0.659734 ) [sub_resource type="Shader" id=2] code = "shader_type spatial; uniform float PI = 3.1415; // BILLBOARD_FIXED_Y // from: https://github.com/godotengine/godot/blob/master/scene/resources/material.cpp#L552 void vertex() { MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)),0.0),WORLD_MATRIX[3]); 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)); } float shine_ray(vec2 center_coords, float time, float offset, float speed) { // atan() is in [-pi, pi[ float angle = atan(center_coords.x, center_coords.y); bool on_ray = abs(angle - offset) < 0.1; if (!on_ray) { return 0.0; } float max_dist = 0.5; // maximum orthogonal distance from center in a [0,1] rectangle float center_dist = sqrt(pow(center_coords.x, 2) + pow(center_coords.y, 2)) / max_dist; float intensity = 1.0 + (sin(time * 3.0) / 3.0); return clamp((1.0 - center_dist) * intensity, 0.0, 1.0); } void fragment() { ALBEDO = vec3(1.0, 1.0, 0); vec2 center_coords = vec2(UV.x - 0.5, UV.y - 0.5); ALPHA = clamp( shine_ray(center_coords, TIME, 0.5 * PI, 0.3) + shine_ray(center_coords, TIME, (-1.0 + 0.5) * PI, 0.3) + shine_ray(center_coords, TIME, 0.3 * PI, 0.5) + shine_ray(center_coords, TIME, (-1.0 + 0.3) * PI, 0.4) + shine_ray(center_coords, TIME, 0.8 * PI, 0.5) + shine_ray(center_coords, TIME, (-1.0 + 0.8) * PI, 0.4), 0.0, 1.0); } " [sub_resource type="ShaderMaterial" id=3] shader = SubResource( 2 ) shader_param/PI = 3.1415 [sub_resource type="Gradient" id=4] [sub_resource type="GradientTexture" id=5] gradient = SubResource( 4 ) width = 2 [node name="Scene Root" instance=ExtResource( 1 )] script = ExtResource( 2 ) [node name="Pole" parent="." index="0"] editor/display_folded = true [node name="Flag" parent="Pole" index="0"] transform = Transform( 5, 0, 0, 0, -4.37114e-08, -0.5, 0, 1, -2.18557e-08, 4.02201, 0.453122, 0 ) [node name="Flag.001" parent="Pole" index="1"] transform = Transform( 5, 0, 0, 0, -4.37114e-08, -0.5, 0, 1, -2.18557e-08, 5.99137, 0.443566, -0.191931 ) [node name="Lamp" parent="." index="1"] visible = false [node name="Camera" parent="." index="2"] editor/display_folded = true visible = false [node name="Area" type="Area" parent="." index="3"] [node name="CollisionShape" type="CollisionShape" parent="Area" index="0"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.2251, 0 ) shape = SubResource( 1 ) [node name="ShineRays" type="Sprite3D" parent="." index="4"] transform = Transform( 250, 0, 0, 0, 500, 0, 0, 0, 1, 0, 0, 0 ) material_override = SubResource( 3 ) texture = SubResource( 5 ) __meta__ = { "_edit_lock_": true }