shader_type canvas_item; uniform float percentage; void vertex() { // Called for every vertex the material is visible on. } void fragment() { vec2 coord = UV - .5; float angle = atan(coord.x, coord.y); float draw = float(angle + PI > percentage * TAU); COLOR *= 1. - draw; //COLOR = vec4(angle); } //void light() { // // Called for every pixel for every light affecting the CanvasItem. // // Uncomment to replace the default light processing function with this one. //}