2D Liquid Fill Inside Sphere

Use fV as a progress percent from 0 to 1

Original author: Mirza Beig
2D Liquid Fill Inside Sphere (shadertoy.com)

Shader code
// 2D liquid inside 'sphere' shader.

// Original Author: Mirza Beig
// Godot Implementation: RuverQ

// https://twitter.com/TheMirzaBeig
// https://www.youtube.com/@MirzaBeig

// https://twitter.com/RuverQuack

// Feel free troveto use this however you want.
// Modify, learn from it, copy-paste, etc...

// Original Shadertoy: https://www.shadertoy.com/view/Ds3BRN

shader_type canvas_item;

// fV = fill value
uniform float fV;

void fragment() {
    vec2 uv = ((UV / -0.10)) + vec2(1.25,1.25);

    float
		sdf=length(uv),c=step(sdf,.85),
		
        vB=smoothstep(.1,.9,sin(uv.x+(PI*.5))-.3),
		vBA=vB*sin(TIME*4.)*.1,
        
        fW=(sin(((TIME*2.)+uv.x)*2.)*.05)+vBA,
		bW=(sin(((TIME*-2.)+uv.x)*2.+PI)*.05)-vBA,
		
        fA=(sin(TIME*4.)*.05)*vB,
        
        fP=fV * 2.3 +(sin((TIME)*PI)*.1) - 1.1,
		
        fF=step(uv.y,(fA+fW)+fP)*c,
		bF=step(uv.y,(-fA+bW)+fP)*c;

    COLOR =
		vec4((step(sdf,1.)-step(sdf,.9))+
		(fF+(clamp(bF-fF,0.,1.)*.8))+
		clamp(pow((sdf+.01)*
		((1.-(fF+bF))*c),5.),0.,1.));
		
}

Tags
progress bar
This shader is a port from an existing Shadertoy project. Shadertoy shaders are by default protected under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) license unless anything else has been stated by the author. For more info, see our License terms.

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Andrew
Andrew
7 months ago

Setting this makes the animation cover the entire texture:

vec2 uv = ((UV / -0.5)) + vec2(1,1);

But does anyone know how to change the color?

Last edited 7 months ago by Andrew
Steve
Steve
5 months ago
Reply to  Andrew
shader_type canvas_item;


// fV = fill value
uniform float fV;


void fragment() {
    vec2 uv = ((UV / -0.10)) + vec2(1.25,1.25);
	vec3 color = vec3(0.843,0.451,0.333);
	
    float
		sdf=length(uv),c=step(sdf,.85),
		
        vB=smoothstep(.1,.9,sin(uv.x+(PI*.5))-.3),
		vBA=vB*sin(TIME*4.)*.1,
        
        fW=(sin(((TIME*2.)+uv.x)*2.)*.05)+vBA,
		bW=(sin(((TIME*-2.)+uv.x)*2.+PI)*.05)-vBA,
		
        fA=(sin(TIME*4.)*.05)*vB,
        
        fP=fV * 2.3 +(sin((TIME)*PI)*.1) - 1.1,
		
        fF=step(uv.y,(fA+fW)+fP)*c,
		bF=step(uv.y,(-fA+bW)+fP)*c;


    COLOR =
		vec4(color,(step(sdf,1.)-step(sdf,.9))+
		(fF+(clamp(bF-fF,0.,1.)*.8))+
		clamp(pow((sdf+.01)*
		((1.-(fF+bF))*c),5.),0.,1.));
		
}
Steve
Steve
5 months ago

In response to Andrew’s comment. In order to adjust the color of the sphere, you just need to declare a vec3 with the appropriate color values (I used an online tool to translate from Hex), and then add that as the first argument to the vec4 in the color block.
Here is my example:

shader_type canvas_item;


// fV = fill value
uniform float fV;


void fragment() {
    vec2 uv = ((UV / -0.10)) + vec2(1.25,1.25);
	vec3 color = vec3(0.843,0.451,0.333);
	
    float
		sdf=length(uv),c=step(sdf,.85),
		
        vB=smoothstep(.1,.9,sin(uv.x+(PI*.5))-.3),
		vBA=vB*sin(TIME*4.)*.1,
        
        fW=(sin(((TIME*2.)+uv.x)*2.)*.05)+vBA,
		bW=(sin(((TIME*-2.)+uv.x)*2.+PI)*.05)-vBA,
		
        fA=(sin(TIME*4.)*.05)*vB,
        
        fP=fV * 2.3 +(sin((TIME)*PI)*.1) - 1.1,
		
        fF=step(uv.y,(fA+fW)+fP)*c,
		bF=step(uv.y,(-fA+bW)+fP)*c;


    COLOR =
		vec4(color,(step(sdf,1.)-step(sdf,.9))+
		(fF+(clamp(bF-fF,0.,1.)*.8))+
		clamp(pow((sdf+.01)*
		((1.-(fF+bF))*c),5.),0.,1.));
		
}