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authorame <[email protected]>2024-10-14 03:41:40 -0500
committerame <[email protected]>2024-10-14 03:41:40 -0500
commit0e4a97e5a67d886e64c0d5337b281dc2c68332cf (patch)
treea225473277d763a4bcc5b06f5b10a22ee6f63a8d /render/fx_renderer/gles2/shaders/quad_grad.frag
parentc7ffebb2cc8de20143b7c1372086515976013b90 (diff)
fix linear scaling
Diffstat (limited to 'render/fx_renderer/gles2/shaders/quad_grad.frag')
-rw-r--r--render/fx_renderer/gles2/shaders/quad_grad.frag9
1 files changed, 5 insertions, 4 deletions
diff --git a/render/fx_renderer/gles2/shaders/quad_grad.frag b/render/fx_renderer/gles2/shaders/quad_grad.frag
index a73975b..6f611ca 100644
--- a/render/fx_renderer/gles2/shaders/quad_grad.frag
+++ b/render/fx_renderer/gles2/shaders/quad_grad.frag
@@ -25,11 +25,12 @@ vec4 gradient(){
float rad = radians(degree);
if(linear){
- float angle = rad + atan(uv.x, uv.y);
+ uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad)));
- float len = length(uv);
- uv = vec2(cos(angle) * len, sin(angle) * len) + origin;
- step = uv.x;
+ vec2 rotated = vec2(uv.x * cos(rad) - uv.y * sin(rad) + origin.x,
+ uv.x * sin(rad) + uv.y * cos(rad) + origin.y);
+
+ step = rotated.x;
} else {
vec2 uv = normal - origin;
uv = vec2(uv.x * cos(rad) - uv.y * sin(rad),