diff options
Diffstat (limited to 'render/fx_renderer/gles2/shaders/gradient.frag')
-rw-r--r-- | render/fx_renderer/gles2/shaders/gradient.frag | 47 |
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; +} |