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shader_type spatial;
uniform float max_width = .1;
uniform float marker_length = .5;
uniform float pulse_speed = 4.;
uniform bool interactive = false;
void fragment() {
if (interactive) {
ALBEDO = vec3(15., 0., 0.);
} else {
ALBEDO = vec3(.1, .1, .1);
}
vec2 uv = abs(2. * UV.xy - 1.);
float m_length = marker_length / max_width;
float anim;
if (interactive) {
anim = sin(TIME * pulse_speed) * .5 + 1.;
} else {
anim = .5;
}
float alpha = step(
1. - max_width * anim, max(uv.x, uv.y))
* step(1. - max_width * m_length, min(uv.x, uv.y)
);
ALPHA = alpha;
}
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