shader_type canvas_item; varying flat ivec2 location; varying flat ivec2 dimension; uniform float ground_height = 3000.; uniform float cell_height = 300.; uniform int num_cells = 60; varying vec2 world_position; void vertex() { location = ivec2(128. * COLOR.xy); dimension = ivec2(128. * COLOR.zw); vec2 myloc = vec2(location) + UV * (vec2(dimension) + vec2(0., .5)); float angle = float(myloc.x) * TAU / 60.; float height = float(myloc.y) * cell_height + ground_height; VERTEX = vec2(cos(angle), sin(angle)) * height; //VERTEX = myloc; VERTEX = (inverse(MODEL_MATRIX) * vec4(VERTEX, 0, 1)).xy; world_position = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy; } void fragment() { float radius = sqrt(world_position.x * world_position.x + world_position.y * world_position.y); float angle = atan(world_position.y, world_position.x); float sample_y = 1. - ((radius - ground_height) / cell_height - float( location.y)) / float(dimension.y); float sample_x = mod(fract(angle / TAU + 1.) * float(num_cells) - float(location.x) + float(num_cells), float(num_cells)) / float(dimension.x); if(sample_y > 1. || sample_y < 0. || sample_x > 1. || sample_x < 0.) { discard; } COLOR = texture(TEXTURE, vec2(sample_x, sample_y)); //COLOR = vec4(ivec4(location, dimension))/16.; //COLOR = vec4(1., 1., 1., 1.); } //void light() { // // Called for every pixel for every light affecting the CanvasItem. // // Uncomment to replace the default light processing function with this one. //}