gl renderer: Move work to the gradient vertex shader

No need to do this stuff once per fragment.
This commit is contained in:
Timm Bäder 2019-12-17 12:20:18 +01:00
parent fdce30d3f8
commit cef7f7f87d

View File

@ -1,16 +1,35 @@
// VERTEX_SHADER:
// VERTEX_SHADER
uniform vec2 u_start_point;
uniform vec2 u_end_point;
_OUT_ vec2 startPoint;
_OUT_ vec2 endPoint;
_OUT_ float maxDist;
_OUT_ vec2 gradient;
_OUT_ float gradientLength;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
startPoint = (u_modelview * vec4(u_start_point, 0, 1)).xy;
endPoint = (u_modelview * vec4(u_end_point, 0, 1)).xy;
maxDist = length(endPoint - startPoint);
// Gradient direction
gradient = endPoint - startPoint;
gradientLength = length(gradient);
}
// FRAGMENT_SHADER:
uniform vec4 u_color_stops[8];
uniform float u_color_offsets[8];
uniform int u_num_color_stops;
uniform vec2 u_start_point;
uniform vec2 u_end_point;
_IN_ vec2 startPoint;
_IN_ vec2 endPoint;
_IN_ float maxDist;
_IN_ vec2 gradient;
_IN_ float gradientLength;
vec4 fragCoord() {
vec4 f = gl_FragCoord;
@ -20,17 +39,9 @@ vec4 fragCoord() {
}
void main() {
vec2 startPoint = (u_modelview * vec4(u_start_point, 0, 1)).xy;
vec2 endPoint = (u_modelview * vec4(u_end_point, 0, 1)).xy;
float maxDist = length(endPoint - startPoint);
// Position relative to startPoint
vec2 pos = fragCoord().xy - startPoint;
// Gradient direction
vec2 gradient = endPoint - startPoint;
float gradientLength = length(gradient);
// Current pixel, projected onto the line between the start point and the end point
// The projection will be relative to the start point!
vec2 proj = (dot(gradient, pos) / (gradientLength * gradientLength)) * gradient;