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| shader_type canvas_item;
uniform vec2 center = vec2(0.5);
uniform float power = 1.0;
void fragment() {
vec2 p = UV - center;
float r = length(p);
float a = atan(p.y,p.x) + power*r;
vec2 uv = center + vec2(cos(a), sin(a))*r;
COLOR = texture(TEXTURE, uv);
}
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