#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; }