Files
OldThink/Resources/Textures/Shaders/cooldown.swsl

26 lines
738 B
Plaintext

light_mode unshaded;
const highp float PI = 3.14159265;
uniform highp float progress;
void fragment() {
highp vec4 col = texture2D(TEXTURE, UV);
highp vec2 center = vec2(0.5,0.5);
highp vec2 delta = UV.xy - center;
highp float angle = atan(delta.x, -delta.y) + PI;
highp float dist = length(delta);
highp float dist_fwidth = fwidth(dist) * 0.67;
highp float dist_alpha = smoothstep(0.1-dist_fwidth, 0.1, abs(dist-0.35));
highp float angle_delta = (progress * PI * 2.0) - angle;
highp float arc_length = angle_delta * dist;
highp float angle_alpha = progress > 0 ? smoothstep(dist_fwidth, 0.0, arc_length) : 0.0;
COLOR = vec4(col.xyz, 1-max(dist_alpha, angle_alpha));
}