summaryrefslogtreecommitdiff
path: root/render/fx_renderer/gles2/shaders/quad_grad.frag
blob: 6f611cac4fb794a1172efd369f9b810c6656233b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

varying vec4 v_color;
varying vec2 v_texcoord;

uniform vec4 colors[LEN];
uniform vec2 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;
}

void main(){
	gl_FragColor = gradient();
}