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authorame <[email protected]>2024-10-09 17:04:13 -0500
committerame <[email protected]>2024-10-09 17:04:13 -0500
commitb2dd727499800306b89dad2275e600781ef3739f (patch)
tree57dc10dbe85f46ccc573f4eee2497be5ebc4ef6c /render/fx_renderer/gles2/shaders/quad_grad_round.frag
parentf05626176636c49ba27c3ba2b69658f50c9b5730 (diff)
add gradient rect support
Diffstat (limited to 'render/fx_renderer/gles2/shaders/quad_grad_round.frag')
-rw-r--r--render/fx_renderer/gles2/shaders/quad_grad_round.frag84
1 files changed, 84 insertions, 0 deletions
diff --git a/render/fx_renderer/gles2/shaders/quad_grad_round.frag b/render/fx_renderer/gles2/shaders/quad_grad_round.frag
new file mode 100644
index 0000000..58cdb53
--- /dev/null
+++ b/render/fx_renderer/gles2/shaders/quad_grad_round.frag
@@ -0,0 +1,84 @@
+#define SOURCE_QUAD_ROUND 1
+#define SOURCE_QUAD_ROUND_TOP_LEFT 2
+#define SOURCE_QUAD_ROUND_TOP_RIGHT 3
+#define SOURCE_QUAD_ROUND_BOTTOM_RIGHT 4
+#define SOURCE_QUAD_ROUND_BOTTOM_LEFT 5
+
+#if !defined(SOURCE)
+#error "Missing shader preamble"
+#endif
+
+precision mediump float;
+varying vec4 v_color;
+varying vec2 v_texcoord;
+
+uniform vec2 size;
+uniform vec2 position;
+uniform float radius;
+
+uniform vec4 colors[LEN];
+uniform vec2 grad_size;
+uniform float degree;
+uniform vec2 grad_box;
+uniform vec2 origin;
+uniform bool linear;
+uniform bool blend;
+uniform int count;
+
+vec4 gradient(){
+ float step;
+
+ vec2 normal = (gl_FragCoord.xy - grad_box)/grad_size;
+ vec2 uv = normal - origin;
+
+ float rad = radians(degree);
+
+ if(linear){
+ float angle = rad + atan(uv.x, uv.y);
+
+ float len = length(uv);
+ uv = vec2(cos(angle) * len, sin(angle) * len) + origin;
+ step = uv.x;
+ } else {
+ vec2 uv = normal - origin;
+ uv = vec2(uv.x * cos(rad) - uv.y * sin(rad),
+ uv.x * sin(rad) + uv.y * cos(rad));
+
+ uv = vec2(-atan(uv.y, uv.x)/3.14159265 * 0.5 + 0.5, 0.0);
+ step = uv.x;
+ }
+
+ float smooth = 1.0/float(count - 1);
+ int ind = int(step/smooth);
+ float at = float(ind)*smooth;
+
+ if(!blend) return colors[ind];
+
+ vec4 color = colors[ind];
+ if(ind > 0) color = mix(colors[ind - 1], color, smoothstep(at - smooth, at, step));
+ if(ind <= count - 1) color = mix(color, colors[ind + 1], smoothstep(at, at + smooth, step));
+
+ return color;
+}
+
+vec2 getCornerDist() {
+#if SOURCE == SOURCE_QUAD_ROUND
+ vec2 half_size = size * 0.5;
+ return abs(gl_FragCoord.xy - position - half_size) - half_size + radius;
+#elif SOURCE == SOURCE_QUAD_ROUND_TOP_LEFT
+ return abs(gl_FragCoord.xy - position - size) - size + radius;
+#elif SOURCE == SOURCE_QUAD_ROUND_TOP_RIGHT
+ return abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius;
+#elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_RIGHT
+ return abs(gl_FragCoord.xy - position) - size + radius;
+#elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_LEFT
+ return abs(gl_FragCoord.xy - position - vec2(size.x, 0)) - size + radius;
+#endif
+}
+
+void main() {
+ vec2 q = getCornerDist();
+ float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius;
+ float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
+ gl_FragColor = mix(vec4(0), gradient(), smoothedAlpha);
+}