minor edit to use built-ins for Shader
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@@ -1,7 +1,5 @@
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shader_type canvas_item;
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shader_type canvas_item;
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#define TWO_PI 6.28318530718
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uniform vec2 resolution = vec2(40,40);
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uniform vec2 resolution = vec2(40,40);
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uniform vec2 u_resolution;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform float u_time;
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@@ -26,7 +24,7 @@ void fragment() {
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float angle = pow(atan(toCenter.y, toCenter.x), 1.0);
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float angle = pow(atan(toCenter.y, toCenter.x), 1.0);
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float radius = length(toCenter)*2.0;
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float radius = length(toCenter)*2.0;
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float normHue = (angle/TWO_PI)+0.5;
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float normHue = (angle/(PI*2.0))+0.5;
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normHue = pow(normHue, 3.0);
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normHue = pow(normHue, 3.0);
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color = hsb2rgb(vec3(normHue,radius,1.0));
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color = hsb2rgb(vec3(normHue,radius,1.0));
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@@ -19,5 +19,7 @@ grow_vertical = 2
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[node name="ColorRect" type="ColorRect" parent="."]
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[node name="ColorRect" type="ColorRect" parent="."]
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material = SubResource("ShaderMaterial_s1hel")
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material = SubResource("ShaderMaterial_s1hel")
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layout_mode = 0
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layout_mode = 0
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offset_right = 40.0
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offset_left = 276.0
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offset_bottom = 40.0
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offset_top = 50.0
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offset_right = 316.0
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offset_bottom = 90.0
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