Loading revolving spin

This is a circle with a line inside which revolves. It’s useful for loading stuff.

Shader code
shader_type canvas_item;

group_uniforms arrows;
/** Arrow amount in the circle */
uniform float arrows_amount: hint_range(1.0, 16.0, 1.0) = 1.0;
/** Screw of the arrow */
uniform float screw_facor: hint_range(-8.0, 8.0, 1e-3) = 0.0;
/** Revolutions per second */
uniform float rotation_frequency: hint_range(-32.0, 32.0, 1e-3) = 1.0;
/** Half angular width of the arrow, in radians */
uniform float angle_half_width: hint_range(0.0, 3.142, 1e-3) = 0.24;
/** Angular edge smoothing, in radians */
uniform float angle_softness: hint_range(0.0, 6.284, 1e-3) = 0.02;

group_uniforms borders;
/** Inner radius of the visible ring, normalized [0–1] */
uniform float inner_radius: hint_range(0.0, 1.0, 1e-3) = 0.2;
/** Outer radius of the visible ring, normalized [0–1] */
uniform float outer_radius: hint_range(0.0, 1.0, 1e-3) = 0.9;
/** Radial edge smoothing amount */
uniform float radius_softness: hint_range(0.0, 1.0, 1e-3) = 0.02;

/** Background color of the ring */
uniform vec4 base_color : source_color = vec4(0.2, 0.6, 0.7, 1.0);
/** Color of the rotating arrow */
uniform vec4 line_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);

void fragment() {
	vec2 uv = UV * 2.0 - 1.0;
	float r2 = dot(uv, uv);
	
	if (r2 > 1.0) {
		discard;
	}
	
	float r = sqrt(r2);
	float angle = atan(uv.y, uv.x) * arrows_amount;
	float target = PI - mod(TIME * TAU * rotation_frequency * arrows_amount, TAU);
	
	float screw = r * screw_facor;
	float d = abs(mod(angle - target + screw * PI, TAU) - PI);
	
	float angular =
		1.0 - smoothstep(
			arrows_amount * angle_half_width,
			arrows_amount * angle_half_width + angle_softness * arrows_amount,
			d
		);

	float radial =
		smoothstep(inner_radius, inner_radius + radius_softness, r) *
		(1.0 - smoothstep(outer_radius, outer_radius + radius_softness, r));
	
	float mask = angular * radial;
	
	COLOR = mix(base_color, line_color, mask);
}
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Tags
circle, loading, revolve, spin
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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