#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)/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; } 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); }