light_mode unshaded; const float PI = 3.14159265; uniform float progress = 0.0; void fragment() { vec4 col = texture(TEXTURE, UV); vec2 center = vec2(0.5,0.5); vec2 delta = UV.xy - center; float angle = atan(delta.x, -delta.y) + PI; float dist = length(delta); float dist_fwidth = fwidth(dist) * 0.67; float dist_alpha = smoothstep(0.1-dist_fwidth, 0.1, abs(dist-0.35)); float angle_delta = (progress * PI * 2) - angle; float arc_length = angle_delta * dist; float angle_alpha = progress > 0 ? smoothstep(dist_fwidth, 0.0, arc_length) : 0.0; COLOR = vec4(col.xyz, 1-max(dist_alpha, angle_alpha)); }