gtk2/gsk/resources/glsl/linear_gradient.glsl
Timm Bäder 44ac2d5abb gl renderer: Pass linear gradient stops to shaders directly
No need to copy them into the render ops like this.
2020-01-07 17:27:16 +01:00

82 lines
2.2 KiB
GLSL

// VERTEX_SHADER
uniform vec2 u_start_point;
uniform vec2 u_end_point;
uniform float u_color_stops[8 * 5];
uniform int u_num_color_stops;
_OUT_ vec2 startPoint;
_OUT_ vec2 endPoint;
_OUT_ float maxDist;
_OUT_ vec2 gradient;
_OUT_ float gradientLength;
_OUT_ vec4 color_stops[8];
_OUT_ float color_offsets[8];
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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);
for (int i = 0; i < u_num_color_stops; i ++) {
color_offsets[i] = u_color_stops[(i * 5) + 0];
color_stops[i].r = u_color_stops[(i * 5) + 1];
color_stops[i].g = u_color_stops[(i * 5) + 2];
color_stops[i].b = u_color_stops[(i * 5) + 3];
color_stops[i].a = u_color_stops[(i * 5) + 4];
}
}
// FRAGMENT_SHADER:
#ifdef GSK_LEGACY
uniform int u_num_color_stops;
#else
uniform highp int u_num_color_stops; // Why? Because it works like this.
#endif
_IN_ vec2 startPoint;
_IN_ vec2 endPoint;
_IN_ float maxDist;
_IN_ vec2 gradient;
_IN_ float gradientLength;
_IN_ vec4 color_stops[8];
_IN_ float color_offsets[8];
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() {
// Position relative to startPoint
vec2 pos = fragCoord().xy - startPoint;
// 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 = color_stops[0];
for (int i = 1; i < u_num_color_stops; i ++) {
if (offset >= color_offsets[i - 1]) {
float o = (offset - color_offsets[i - 1]) / (color_offsets[i] - color_offsets[i - 1]);
color = mix(color_stops[i - 1], color_stops[i], clamp(o, 0.0, 1.0));
}
}
/* Pre-multiply */
color.rgb *= color.a;
setOutputColor(color * u_alpha);
}