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; }