shader_type canvas_item; varying vec2 world_position; uniform vec4 color : source_color; void vertex() { world_position = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy; } void fragment() { if(length(world_position) <= 3000.) { COLOR = color; } else { discard; } } //void light() { // // Called for every pixel for every light affecting the CanvasItem. // // Uncomment to replace the default light processing function with this one. //}