gtk2/gsk/resources/glsl/conic_gradient.glsl
2020-12-03 13:07:17 +01:00

70 lines
2.0 KiB
GLSL

// VERTEX_SHADER
uniform vec2 u_center;
uniform float u_rotation;
uniform float u_color_stops[6 * 5];
uniform int u_num_color_stops;
const float PI = 3.1415926535897932384626433832795;
_OUT_ vec2 center;
_OUT_ float rotation;
_OUT_ vec4 color_stops[6];
_OUT_ float color_offsets[6];
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
// The -90 is because conics point to the top by default
rotation = mod (u_rotation - 90, 360.0);
if (rotation < 0)
rotation += 360.0;
rotation = PI / 180.0 * rotation;
center = (u_modelview * vec4(u_center, 0, 1)).xy;
for (int i = 0; i < u_num_color_stops; i ++) {
color_offsets[i] = u_color_stops[(i * 5) + 0];
color_stops[i] = gsk_premultiply(vec4(u_color_stops[(i * 5) + 1],
u_color_stops[(i * 5) + 2],
u_color_stops[(i * 5) + 3],
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
const float PI = 3.1415926535897932384626433832795;
_IN_ vec2 center;
_IN_ float rotation;
_IN_ vec4 color_stops[6];
_IN_ float color_offsets[6];
void main() {
// Position relative to center
vec2 pos = gsk_get_frag_coord() - center;
// direction of point in range [-PI, PI]
float angle = atan (pos.y, pos.x);
// rotate, it's now [-2 * PI, PI]
angle -= rotation;
// fract() does the modulo here, so now we have progress
// into the current conic
float offset = fract (angle / 2 / PI + 2);
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));
}
}
gskSetOutputColor(color * u_alpha);
}