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- shader_type canvas_item;
-
- uniform vec4 primary_color:hint_color = vec4(1.0, 0.8, 0.0, 1.0);
- uniform float fade_offset:hint_range(0.0, 0.5) = 0.1;
-
- float ramp(float v, float f_min, float f_max){
- float res = (v - f_min) / (f_max - f_min);
- return max(0.0, min(res, 1.0));
- }
-
- void fragment(){
- float mask = length(vec2(0.5, 0.5) - (UV.xy));
- float fade = 1.0 - ramp(mask, fade_offset, 0.5);
- if (mask > 0.5){
- mask = 0.0;
- } else {mask = 1.0;}
-
- if (mask == 1.0){
- COLOR = vec4(primary_color.rgb, fade);
- } else {
- COLOR = vec4(primary_color.rgb, mask);
- }
- }
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