light_mode unshaded; const highp float PI = 3.14159265; uniform highp float progress; void fragment() { highp vec4 col = zTexture(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); #ifdef HAS_DFDX highp float dist_fwidth = fwidth(dist) * 0.67; #else highp float dist_fwidth = 0.05; #endif 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 > 0.0) ? smoothstep(dist_fwidth, 0.0, arc_length) : 0.0; COLOR = vec4(col.xyz, 1.0 - max(dist_alpha, angle_alpha)); }