The_Dark_Side_of_Earth/item_ui/cooldown.gdshader

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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.
//}