uniform sampler2D Texture; varying vec2 TexCoord; uniform float percent; void main() { vec2 pos = TexCoord; float angle = atan(pos.x - 0.5, pos.y - 0.5); float dist = distance(pos, vec2(0.5, 0.5)); if (dist >= 0.5) { gl_FragColor = vec4(0.0); } else if (angle < percent) { gl_FragColor = vec4(0.894, 0.251, 0.506, 1); } else { gl_FragColor = vec4(1.0, 0.776, 0.251, 1); } }