Influence area displaying shader

A sphere of influence area displaying shader.

  • supported 32 points
  • two colors for teams
Shader code
/*
	勢力圏表示 シェーダー for Godot Engine by あるる(きのもと 結衣) @arlez80
	Influence area displaying shader by Yui Kinomoto

	(多分)GLSL2対応

	MIT License
*/
shader_type spatial;
render_mode unshaded;

const float max_float = 1000000.0;

uniform vec4 team_a_color : hint_color = vec4( 1.0, 0.0, 0.0, 1.0 );
uniform vec4 team_b_color : hint_color = vec4( 0.0, 0.0, 1.0, 1.0 );
uniform float range = 28.0;
uniform float outline_size = 0.1;

// Sampler2Dでもいいけど、とりあえず32個指定式にした
// もしかしたらGLSL2で使うかもしれないからtexelFetchなど使えないため
// あと、vec4はColorで座標を渡す時に問題があるのでやめた
uniform vec3 influence_vertex0 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color0 = 0.0;
uniform vec3 influence_vertex1 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color1 = 0.0;
uniform vec3 influence_vertex2 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color2 = 0.0;
uniform vec3 influence_vertex3 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color3 = 0.0;
uniform vec3 influence_vertex4 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color4 = 0.0;
uniform vec3 influence_vertex5 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color5 = 0.0;
uniform vec3 influence_vertex6 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color6 = 0.0;
uniform vec3 influence_vertex7 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color7 = 0.0;
uniform vec3 influence_vertex8 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color8 = 0.0;
uniform vec3 influence_vertex9 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color9 = 0.0;
uniform vec3 influence_vertex10 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color10 = 0.0;
uniform vec3 influence_vertex11 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color11 = 0.0;
uniform vec3 influence_vertex12 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color12 = 0.0;
uniform vec3 influence_vertex13 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color13 = 0.0;
uniform vec3 influence_vertex14 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color14 = 0.0;
uniform vec3 influence_vertex15 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color15 = 0.0;
uniform vec3 influence_vertex16 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color16 = 0.0;
uniform vec3 influence_vertex17 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color17 = 0.0;
uniform vec3 influence_vertex18 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color18 = 0.0;
uniform vec3 influence_vertex19 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color19 = 0.0;
uniform vec3 influence_vertex20 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color20 = 0.0;
uniform vec3 influence_vertex21 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color21 = 0.0;
uniform vec3 influence_vertex22 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color22 = 0.0;
uniform vec3 influence_vertex23 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color23 = 0.0;
uniform vec3 influence_vertex24 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color24 = 0.0;
uniform vec3 influence_vertex25 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color25 = 0.0;
uniform vec3 influence_vertex26 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color26 = 0.0;
uniform vec3 influence_vertex27 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color27 = 0.0;
uniform vec3 influence_vertex28 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color28 = 0.0;
uniform vec3 influence_vertex29 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color29 = 0.0;
uniform vec3 influence_vertex30 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color30 = 0.0;
uniform vec3 influence_vertex31 = vec3( 0.0, 0.0, 0.0 );
uniform float influence_color31 = 0.0;

void calc_min_dist( in vec3 rp, in float c, in vec3 v, inout float team_a_min_dist, inout float team_b_min_dist )
{
	float t = distance( rp, v );
	team_a_min_dist = min( team_a_min_dist, mix( t, max_float, c ) );
	team_b_min_dist = min( team_b_min_dist, mix( max_float, t, c ) );
}

void fragment( )
{
	vec3 v = ( CAMERA_MATRIX * vec4( VERTEX, 1.0 ) ).xyz;
	float team_a_min_dist = max_float;
	float team_b_min_dist = max_float;

	calc_min_dist( influence_vertex0, influence_color0, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex1, influence_color1, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex2, influence_color2, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex3, influence_color3, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex4, influence_color4, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex5, influence_color5, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex6, influence_color6, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex7, influence_color7, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex8, influence_color8, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex9, influence_color9, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex10, influence_color10, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex11, influence_color11, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex12, influence_color12, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex13, influence_color13, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex14, influence_color14, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex15, influence_color15, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex16, influence_color16, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex17, influence_color17, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex18, influence_color18, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex19, influence_color19, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex20, influence_color20, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex21, influence_color21, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex22, influence_color22, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex23, influence_color23, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex24, influence_color24, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex25, influence_color25, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex26, influence_color26, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex27, influence_color27, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex28, influence_color28, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex29, influence_color29, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex30, influence_color30, v, team_a_min_dist, team_b_min_dist );
	calc_min_dist( influence_vertex31, influence_color31, v, team_a_min_dist, team_b_min_dist );

	vec4 color = (
		mix( vec4( 0.0, 0.0, 0.0, 0.0 ), team_a_color, float( abs( team_a_min_dist - range ) < outline_size ) )
	+	mix( vec4( 0.0, 0.0, 0.0, 0.0 ), team_b_color, float( abs( team_b_min_dist - range ) < outline_size ) )
	);

	ALBEDO = color.rgb;
	if( clamp( color.a, 0.0, 1.0 ) <= 0.00001 ) {
		discard;
	}
}
Tags
influence, range

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The shader code and all code snippets in this post are under MIT license and can be used freely. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.
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