2019-12-14 21:06:12 +00:00
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// VERTEX_SHADER:
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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// FRAGMENT_SHADER:
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2017-11-30 17:47:55 +00:00
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uniform vec4 u_color_stops[8];
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uniform float u_color_offsets[8];
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uniform int u_num_color_stops;
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uniform vec2 u_start_point;
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uniform vec2 u_end_point;
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2017-11-03 12:09:02 +00:00
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vec4 fragCoord() {
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vec4 f = gl_FragCoord;
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2017-11-30 17:47:55 +00:00
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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2017-11-03 12:09:02 +00:00
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return f;
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}
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void main() {
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2017-11-30 17:47:55 +00:00
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vec2 startPoint = (u_modelview * vec4(u_start_point, 0, 1)).xy;
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vec2 endPoint = (u_modelview * vec4(u_end_point, 0, 1)).xy;
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2017-11-16 20:04:18 +00:00
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float maxDist = length(endPoint - startPoint);
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2017-11-03 12:09:02 +00:00
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// Position relative to startPoint
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2017-11-16 20:04:18 +00:00
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vec2 pos = fragCoord().xy - startPoint;
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2017-11-03 12:09:02 +00:00
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// Gradient direction
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2017-11-16 20:04:18 +00:00
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vec2 gradient = endPoint - startPoint;
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2017-11-03 12:09:02 +00:00
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float gradientLength = length(gradient);
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// Current pixel, projected onto the line between the start point and the end point
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// The projection will be relative to the start point!
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vec2 proj = (dot(gradient, pos) / (gradientLength * gradientLength)) * gradient;
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// Offset of the current pixel
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float offset = length(proj) / maxDist;
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2017-11-30 17:47:55 +00:00
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vec4 color = u_color_stops[0];
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for (int i = 1; i < u_num_color_stops; i ++) {
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if (offset >= u_color_offsets[i - 1]) {
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float o = (offset - u_color_offsets[i - 1]) / (u_color_offsets[i] - u_color_offsets[i - 1]);
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2017-12-10 21:27:21 +00:00
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color = mix(u_color_stops[i - 1], u_color_stops[i], clamp(o, 0.0, 1.0));
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2017-11-03 12:09:02 +00:00
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}
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}
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/* Pre-multiply */
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color.rgb *= color.a;
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2017-11-30 17:47:55 +00:00
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setOutputColor(color * u_alpha);
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2017-11-03 12:09:02 +00:00
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}
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