40 lines
906 B
Plaintext
40 lines
906 B
Plaintext
shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx, unshaded;
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uniform vec4 data[100];
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uniform int data_size: hint_range(0, 100, 1);
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uniform vec2 min_max_data;
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uniform sampler2D color_gradient;
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varying vec3 color;
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void vertex() {
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// Calculate Global Coordinates
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vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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color = vec3(1.0, 1.0, 1.0);
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vec2 distances[100];
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float dist_sum = 0.0;
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if(data_size > 0) {
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for(int i = 0; i < data_size; i++) {
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float delta = 1.0 / distance(data[i].xyz, world_position);
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distances[i] = vec2(delta, data[i].w);
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dist_sum += delta;
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}
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for(int i = 0; i < data_size; i++) {
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float average = distances[i].x / dist_sum * distances[i].y;
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color.xyz = texture(color_gradient, vec2(average, 0)).xyz;
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}
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}
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}
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void fragment() {
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ALBEDO = vec3(color.xyz);
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ALPHA = 0.3;
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}
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