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PRD_TU_MP550/Shaders/gradient.gdshader
2025-02-11 20:01:26 +03:00

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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);
}