forked from AuroraMiddleware/gtk
bed03aa319
This fixes both the wrong headerbar color and the broken border color in of the circular button in the widget-factory.
46 lines
1.3 KiB
GLSL
46 lines
1.3 KiB
GLSL
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;
|
|
|
|
vec4 fragCoord() {
|
|
vec4 f = gl_FragCoord;
|
|
f.x += u_viewport.x;
|
|
f.y = (u_viewport.y + u_viewport.w) - f.y;
|
|
return f;
|
|
}
|
|
|
|
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;
|
|
|
|
// Offset of the current pixel
|
|
float offset = length(proj) / maxDist;
|
|
|
|
vec4 color = u_color_stops[0];
|
|
for (int i = 1; i < u_num_color_stops; i ++) {
|
|
if (offset >= u_color_offsets[i - 1]) {
|
|
float o = (offset - u_color_offsets[i - 1]) / (u_color_offsets[i] - u_color_offsets[i - 1]);
|
|
color = mix(u_color_stops[i - 1], u_color_stops[i], clamp(o, 0.0, 1.0));
|
|
}
|
|
}
|
|
|
|
/* Pre-multiply */
|
|
color.rgb *= color.a;
|
|
|
|
setOutputColor(color * u_alpha);
|
|
}
|