shader_type canvas_item; uniform vec4 orb_color : source_color = vec4(0.2, 1.0, 0.5, 1.0); // base orb color uniform float glow_strength : hint_range(0.0, 2.0) = 1.2; uniform float pulse_speed : hint_range(0.0, 10.0) = 2.0; void fragment() { // Centered UV (0,0 in middle, -1..1 range) vec2 uv = (UV - vec2(0.5)) * 2.0; float dist = length(uv); // Soft circular mask float circle = smoothstep(0.8, 0.0, dist); // Glow falloff float glow = smoothstep(0.5, 0.0, dist) * glow_strength; // Pulsing float pulse = 0.5 + 0.5 * sin(TIME * pulse_speed); vec3 color = orb_color.rgb * (circle + glow * pulse); COLOR = vec4(color, circle); // alpha fades at edges }