This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
shader_type canvas_item; | |
uniform vec3 rings[5]; // X=innerRadius, Y=outerRadius, Z=speed | |
uniform float timeScale = 1.0f; | |
uniform float blur = 1.0f; | |
void fragment() { | |
vec2 p = 2.0*UV.xy - vec2(1.0); | |
float radius = length(p); | |
float angle = (atan(p.y, p.x)+PI) / (2.0*PI); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
extends RigidBody3D | |
@export var line_radius = 0.5 | |
@export var point_radius = 0.1 | |
@export var speed = 2 | |
var vertices: Array[Vector4] | |
var points: Array[MeshInstance3D] | |
var lines: Array[MeshInstance3D] | |
var pointShapes: Array[CollisionShape3D] |