{
	"name": "sdarc",
	"node_position": {
		"x": 0,
		"y": 0
	},
	"parameters": {
		"a1": 135,
		"a2": 45,
		"cx": 0,
		"cy": 0,
		"r": 0.4,
		"r1": 0.3,
		"r2": 0.1
	},
	"shader_model": {
		"code": "",
		"global": "float sdArc(vec2 p, float a1, float a2, float ra, float rb) {\n\tfloat amid = 0.5*(a1+a2)+1.6+3.14*step(a1, a2);\n\tfloat alength = 0.5*(a1-a2)-1.6+3.14*step(a1, a2);\n\tvec2 sca = vec2(cos(amid), sin(amid));\n\tvec2 scb = vec2(cos(alength), sin(alength));\n    p *= mat2(vec2(sca.x,sca.y),vec2(-sca.y,sca.x));\n    p.x = abs(p.x);\n    float k = (scb.y*p.x>scb.x*p.y) ? dot(p.xy,scb) : length(p.xy);\n    return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;\n}\n",
		"inputs": [

		],
		"instance": "",
		"name": "sdArc",
		"outputs": [
			{
				"sdf2d": "sdArc($uv-vec2(0.5), mod($a1, 360.0)*0.01745329251, mod($a2, 360.0)*0.01745329251, $r1, $r2)",
				"type": "sdf2d"
			}
		],
		"parameters": [
			{
				"control": "Angle1.a",
				"default": 0,
				"label": "Angle 1",
				"max": 180,
				"min": -180,
				"name": "a1",
				"step": 1,
				"type": "float"
			},
			{
				"control": "Angle2.a",
				"default": 0,
				"label": "Angle 2",
				"max": 180,
				"min": -180,
				"name": "a2",
				"step": 1,
				"type": "float"
			},
			{
				"control": "Radius1.r",
				"default": 0.5,
				"label": "Radius 1",
				"max": 1,
				"min": 0,
				"name": "r1",
				"step": 0.01,
				"type": "float"
			},
			{
				"control": "Radius11.r",
				"default": 0.1,
				"label": "Radius 2",
				"max": 1,
				"min": 0,
				"name": "r2",
				"step": 0.01,
				"type": "float"
			}
		]
	},
	"type": "shader"
}