// Godot 4.1
#define diagonal(X, Y) pow(X, 2) + pow(Y, 2)
shader_type canvas_item;
uniform vec2 center = vec2(0.5, 0.5);
uniform float r = 0.5;
uniform vec4 color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
void fragment(){
COLOR = texture(TEXTURE, UV);
if(diagonal(abs(center.x - UV.x), abs(center.y - UV.y)) < pow(r, 2)) COLOR = color;
else COLOR.a = 0.0;
}