#version 420 core struct ColorStop { float offset; vec4 color; }; layout(location = 0) in float inGradientPos; layout(location = 1) in flat int inRepeating; layout(location = 2) in flat int inStopCount; layout(location = 3) in flat ColorStop inStops[8]; layout(location = 0) out vec4 outColor; void main() { float pos; if (inRepeating != 0) pos = fract (inGradientPos); else pos = clamp (inGradientPos, 0, 1); vec4 color = inStops[0].color; int n = clamp (inStopCount, 2, 8); for (int i = 1; i < n; i++) { if (inStops[i].offset > inStops[i-1].offset) color = mix (color, inStops[i].color, clamp((pos - inStops[i-1].offset) / (inStops[i].offset - inStops[i-1].offset), 0, 1)); } //outColor = vec4(pos, pos, pos, 1.0); outColor = color; }