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circle.gdshader
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circle.gdshader
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shader_type canvas_item;
uniform vec4 color: source_color = vec4(1.0);
uniform float outer_radius :hint_range(0., 1.) = 1.0;
uniform float inner_radius :hint_range(0., 1.) = 0.75;
uniform float turn :hint_range(0., 1.) = 0.0;
uniform float blur :hint_range(0., 1., .0001) = 0.005;
uniform float fill_ratio :hint_range(0., 1.) = 0.75;
float remap(float i_min, float i_max, float o_min, float o_max, float val) {
float t = (val - i_min) / (i_max - i_min);
return o_min + (o_max - o_min) * t;
}
vec2 rotate_uv(vec2 uv, vec2 pivot, float rotation) {
float cosa = cos(rotation);
float sina = sin(rotation);
uv -= pivot;
return vec2(
cosa * uv.x - sina * uv.y,
cosa * uv.y + sina * uv.x
) + pivot;
}
float circle(vec2 uv, float value)
{
float d = length(uv);
float t = smoothstep(
inner_radius + blur,
inner_radius - blur,
d
) - smoothstep(
outer_radius + blur,
outer_radius - blur,
d
);
return t;
}
float mask(vec2 uv, float value)
{
float r = atan(uv.x, uv.y);
r = remap(-PI, PI, 0.0, 1.0, r);
r = step(r, value);
//uv.x = uv.x + 1.0;
//uv.x = uv.x * -1.0;
//uv.x += 1.0;
//float l = atan(uv.x, uv.y);
//l = remap(-PI, PI, 0.0, 1.0, l);
//l = step(l, value * 0.5);
return r;
}
void fragment() {
COLOR = color;
vec2 uv = (UV * 2.0) - 1.0;
vec2 origin = vec2(0.0, 0.0);
uv = rotate_uv(uv, origin, turn * TAU);
float t = mask(uv, fill_ratio);
float c = circle(uv, 0.5);
COLOR.a *= t * c;
}