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-rw-r--r--render/fx_renderer/gles2/shaders/gradient.frag47
1 files changed, 47 insertions, 0 deletions
diff --git a/render/fx_renderer/gles2/shaders/gradient.frag b/render/fx_renderer/gles2/shaders/gradient.frag
new file mode 100644
index 0000000..d16d17d
--- /dev/null
+++ b/render/fx_renderer/gles2/shaders/gradient.frag
@@ -0,0 +1,47 @@
+#ifdef GL_FRAGMENT_PRECISION_HIGH
+precision highp float;
+#else
+precision mediump float;
+#endif
+
+vec4 gradient(vec4 colors[LEN], int count, vec2 size, vec2 grad_box, vec2 origin, float degree, bool linear, bool blend){
+ float step;
+
+ vec2 normal = (gl_FragCoord.xy - grad_box)/size;
+ vec2 uv = normal - origin;
+
+ float rad = radians(degree);
+
+ if (linear) {
+ uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad)));
+
+ 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),
+ 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;
+ }
+
+ if (!blend) {
+ float smooth = 1.0/float(count);
+ int ind = int(step/smooth);
+
+ return colors[ind];
+ }
+
+ float smooth = 1.0/float(count - 1);
+ int ind = int(step/smooth);
+ float at = float(ind)*smooth;
+
+ 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;
+}