gtk/gsk/gpu/shaders/gradient.glsl
Benjamin Otte 7473617ffb gpu: Add linear gradients to pattern shader
This copy/pastes the gist of the Vulkan gradient renderer.
2024-01-07 07:22:50 +01:00

148 lines
3.4 KiB
GLSL

#ifndef _GRADIENT_
#define _GRADIENT_
#ifdef GSK_FRAGMENT_SHADER
#include "common.glsl"
struct Gradient
{
int n_stops;
uint offset;
};
float
gradient_read_offset (Gradient self,
int i)
{
return gsk_get_float (self.offset + uint(i) * 5u);
}
vec4
gradient_read_color (Gradient self,
int i)
{
uint u = uint (clamp (i, 0, self.n_stops - 1));
return vec4 (gsk_get_float (self.offset + u * 5u + 1u),
gsk_get_float (self.offset + u * 5u + 2u),
gsk_get_float (self.offset + u * 5u + 3u),
gsk_get_float (self.offset + u * 5u + 4u));
}
vec4
gradient_get_color_for_range_unscaled (Gradient self,
float start,
float end)
{
vec4 result = vec4 (0.0);
float offset;
int i;
for (i = 0; i < self.n_stops; i++)
{
offset = gradient_read_offset (self, i);
if (offset >= start)
break;
}
if (i == self.n_stops)
offset = 1.0;
float last_offset = i > 0 ? gradient_read_offset (self, i - 1) : 0.0;
vec4 last_color = gradient_read_color (self, i - 1);
vec4 color = gradient_read_color (self, i);
if (last_offset < start)
{
last_color = mix (last_color, color, (start - last_offset) / (offset - last_offset));
last_offset = start;
}
if (end <= start)
return last_color;
for (; i < self.n_stops; i++)
{
offset = gradient_read_offset (self, i);
color = gradient_read_color (self, i);
if (offset >= end)
break;
result += 0.5 * (color + last_color) * (offset - last_offset);
last_offset = offset;
last_color = color;
}
if (i == self.n_stops)
{
offset = 1.0;
color = gradient_read_color (self, i);
}
if (offset > end)
{
color = mix (last_color, color, (end - last_offset) / (offset - last_offset));
offset = end;
}
result += 0.5 * (color + last_color) * (offset - last_offset);
return result;
}
vec4
gradient_get_color_repeating (Gradient self,
float start,
float end)
{
vec4 c;
if (floor (end) > floor (start))
{
float fract_end = fract(end);
float fract_start = fract(start);
float n = floor (end) - floor (start);
if (fract_end > fract_start + 0.01)
c = gradient_get_color_for_range_unscaled (self, fract_start, fract_end);
else if (fract_start > fract_end + 0.01)
c = - gradient_get_color_for_range_unscaled (self, fract_end, fract_start);
c += gradient_get_color_for_range_unscaled (self, 0.0, 1.0) * n;
}
else
{
start = fract (start);
end = fract (end);
c = gradient_get_color_for_range_unscaled (self, start, end);
}
c /= end - start;
return color_premultiply (c);
}
vec4
gradient_get_color (Gradient self,
float start,
float end)
{
vec4 c;
start = clamp (start, 0.0, 1.0);
end = clamp (end, 0.0, 1.0);
c = gradient_get_color_for_range_unscaled (self, start, end);
if (end > start)
c /= end - start;
return color_premultiply (c);
}
uint
gradient_get_size (Gradient self)
{
return uint (self.n_stops) * 5u + 1u;
}
Gradient
gradient_new (uint offset)
{
Gradient self = Gradient (gsk_get_int (offset),
offset + 1u);
return self;
}
#endif /* GSK_FRAGMENT_SHADER */
#endif /* __GRADIENT__ */