shader_type canvas_item; uniform sampler2D noise: repeat_enable; uniform vec4 line_color: source_color; uniform float line_count: hint_range(0.0, 2.0, 0.05) = 0.5; uniform float line_density: hint_range(0.0, 1.0) = 0.5; uniform float line_faloff: hint_range(0.0, 1.0) = 0.25; uniform float mask_size: hint_range(0.0, 1.0) = 0.1; uniform float mask_edge: hint_range(0.0, 1.0) = 0.5; uniform float animation_speed: hint_range(1.0, 20.0) = 0.5; float inv_lerp(float from, float to, float value){ return (value - from) / (to - from); } vec2 polar_coordinates(vec2 uv, vec2 center, float zoom, float repeat) { vec2 dir = uv - center; float radius = length(dir) * 2.0; float angle = atan(dir.y, dir.x) * 1.0/(PI * 2.0); return mod(vec2(radius * zoom, angle * repeat), 1.0); } vec2 rotate_uv(vec2 uv, vec2 pivot, float rotation) { float cosa = cos(rotation); float sina = sin(rotation); uv -= pivot; return vec2( cosa * uv.x - sina * uv.y, cosa * uv.y + sina * uv.x ) + pivot; } void fragment(){ vec2 polar_uv = polar_coordinates(rotate_uv(UV, vec2(0.5), floor(fract(TIME) * animation_speed) ) , vec2(0.5), 0.01, line_count); vec3 lines = texture(noise, polar_uv).rgb; float mask_value = length(UV - vec2(0.5)); float mask = inv_lerp(mask_size, mask_edge, mask_value); float result = 1.0 - (mask * line_density); result = smoothstep(result, result + line_faloff, lines.r); COLOR.rgb = vec3(line_color.rgb); COLOR.a = min(line_color.a, result); }