/* * MIT License * Author: Mark Allyn * * sweep.frag — phosphor accumulation update shader. * * For each texel in the 1024×1024 phosphor FBO: * 1. Decay the previous frame's energy by u_decayFactor. * 2. If the texel's PPI bearing falls within the current sweep arc * [u_beamAnglePrev, u_beamAngle], add contributions from: * - range rings (beam-painted per the P7 spec) * - target echoes * 3. Output the updated single-channel energy value. * * PPI convention: north = +y, east = +x; bearing = atan2(x, y) * in degrees, clockwise from north. */ #version 330 core in vec2 vTexCoord; layout(location = 0) out vec4 fragOut; // .r = energy; .gba unused uniform sampler2D u_prevPhosphor; // previous frame's energy texture (GL_R32F) uniform float u_decayFactor; // exp(-decay_rate * dt) uniform float u_beamAngle; // current beam angle, degrees CW from north uniform float u_beamAnglePrev; // beam angle at previous frame uniform float u_sweepBg; // ambient sweep-line energy (makes beam visible) uniform float u_halfBeamDeg; // half-beamwidth for target blobs (display widening) // Targets: .x = range_norm (0-1), .y = bearing_deg, .z = brightness, .w = size_norm uniform vec4 u_targets[32]; uniform int u_targetCount; // Range rings: up to 4 normalised radii uniform float u_ringRadii[4]; uniform int u_ringCount; uniform float u_ringWidth; // half-width in normalised range units uniform float u_ringBrightness; // ---------------------------------------------------------------- // Smallest unsigned angular distance between two bearings [0,360) float angleDiff(float a, float b) { float d = mod(abs(a - b), 360.0); return (d > 180.0) ? (360.0 - d) : d; } // True if bearing b is inside the arc [prev, curr] swept this frame. // Handles the 0/360 wraparound when the sweep crosses north. bool inSweep(float b, float prev, float curr) { if (curr >= prev) { return (b >= prev && b <= curr); } // Wraparound: arc crosses 360→0 return (b >= prev || b <= curr); } // ---------------------------------------------------------------- void main() { vec2 pos = vTexCoord * 2.0 - 1.0; // PPI coords: (-1,-1) SW … (+1,+1) NE float rng = length(pos); if (rng > 1.0) { fragOut = vec4(0.0); return; } // Bearing: clockwise from north — atan2(east, north) = atan2(x, y) float brg = degrees(atan(pos.x, pos.y)); if (brg < 0.0) brg += 360.0; // Decay previous value float energy = texture(u_prevPhosphor, vTexCoord).r * u_decayFactor; if (inSweep(brg, u_beamAnglePrev, u_beamAngle)) { float contrib = u_sweepBg; // beam passage gives a faint ambient glow // ---- Range rings (painted at every bearing as beam sweeps) ---- for (int i = 0; i < u_ringCount; i++) { float d = abs(rng - u_ringRadii[i]); if (d < u_ringWidth) { float w = 1.0 - d / u_ringWidth; contrib = max(contrib, u_ringBrightness * w * w); } } // ---- Target echoes ---- for (int i = 0; i < u_targetCount; i++) { float tRng = u_targets[i].x; float tBrg = u_targets[i].y; float tBrt = u_targets[i].z; float tSize = u_targets[i].w; if (tRng <= 0.0 || tBrt <= 0.0) continue; // Angular proximity: beam must be sweeping over the target's bearing float dBrg = angleDiff(brg, tBrg); if (dBrg >= u_halfBeamDeg) continue; // Range proximity: pixel must be within the target blob float dRng = abs(rng - tRng); if (dRng >= tSize) continue; float bw = 1.0 - dBrg / u_halfBeamDeg; // angular taper float rw = 1.0 - dRng / tSize; // range taper contrib = max(contrib, tBrt * bw * rw); } energy = max(energy, contrib); } fragOut = vec4(clamp(energy, 0.0, 1.0), 0.0, 0.0, 1.0); }