shader_type canvas_item;

uniform vec4 region_rect;
uniform float progress;

void fragment() {
	if (progress > 0.9999)
	{
		vec4 text = texture(TEXTURE,UV);
		COLOR = text;
	}
	vec2 c = vec2(0.5)-UV;
	float d = atan(c.x,c.y)+PI;
	if (d > progress*TAU)
	{
		discard;
	}
	vec4 text = texture(TEXTURE,UV);
	COLOR = text;
}
