shader_type canvas_item; uniform float scroll_x = 0.0; uniform float scroll_y = 0.0; uniform float rotation : hint_range(-360.0, 360.0) = 0.0; uniform float globe_magnitude : hint_range(0.0, 1.0) = 1.0; vec2 rotate(vec2 uv, vec2 pivot, float angle) { mat2 r = mat2(vec2(sin(angle), -cos(angle)), vec2(cos(angle), sin(angle))); uv -= pivot; uv = uv * r; uv += pivot; return uv; } void fragment() { // Original UVs from 0 to 1 vec2 uv = UV; float rotationRads = (rotation + 90.0) * PI / 180.0; //uv.x = mod(uv.x + x_scroll, 1.0); //uv.y = mod(uv.y + y_scroll, 1.0); // Remaps UV to -1, 1, i.e. centers on the sprite vec2 centered_uv = uv * 2.0 - 1.0; centered_uv = rotate(centered_uv, vec2(0), rotationRads); // Radius r of length of the centered UV float r = length(centered_uv); if (r > 1.0) { discard; // clips anything past the radius of the circle } float z = sqrt(1.0 - r * r); vec2 sphere_uv = centered_uv / (1.0 + z); sphere_uv.x = mod(sphere_uv.x + scroll_x, 1.0); sphere_uv.y = mod(sphere_uv.y + scroll_y, 1.0); sphere_uv = sphere_uv * 0.5 + 0.5; vec2 final_uv = mix(uv, sphere_uv, globe_magnitude); COLOR = texture(TEXTURE, final_uv); }