shader_type canvas_item; uniform float outerRadius : hint_range(0.0, 900.0) = 1.0; uniform float MainAlpha : hint_range(0.0, 1.0) = 1.0; void fragment() { float x = abs(UV.x-.5)*2.0; float y = abs(UV.y-.5)*2.0; float v = (sqrt((x*x)+(y*y))/outerRadius); COLOR = vec4(0,0,0,v*MainAlpha); }