forked from AuroraMiddleware/gtk
74 lines
1.8 KiB
GLSL
74 lines
1.8 KiB
GLSL
// VERTEX_SHADER
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uniform vec4 u_geometry;
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_NOPERSPECTIVE_ _OUT_ vec2 coord;
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void main() {
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gl_Position = u_projection * (u_modelview * vec4(aPosition, 0.0, 1.0));
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vec2 mv0 = u_modelview[0].xy;
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vec2 mv1 = u_modelview[1].xy;
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vec2 offset = aPosition - u_geometry.xy;
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coord = vec2(dot(mv0, offset),
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dot(mv1, offset));
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}
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// FRAGMENT_SHADER:
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#ifdef GSK_LEGACY
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uniform int u_num_color_stops;
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#else
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uniform highp int u_num_color_stops; // Why? Because it works like this.
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#endif
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uniform vec4 u_geometry;
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uniform float u_color_stops[6 * 5];
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_NOPERSPECTIVE_ _IN_ vec2 coord;
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float get_offset(int index) {
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return u_color_stops[5 * index];
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}
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vec4 get_color(int index) {
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int base = 5 * index + 1;
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return vec4(u_color_stops[base],
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u_color_stops[base + 1],
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u_color_stops[base + 2],
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u_color_stops[base + 3]);
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}
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void main() {
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// direction of point in range [-PI, PI]
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vec2 pos = floor(coord);
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float angle = atan(pos.y, pos.x);
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// fract() does the modulo here, so now we have progress
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// into the current conic
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float offset = fract(angle * u_geometry.z + u_geometry.w);
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if (offset < get_offset(0)) {
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gskSetOutputColor(gsk_scaled_premultiply(get_color(0), u_alpha));
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return;
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}
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int n = u_num_color_stops - 1;
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for (int i = 0; i < n; i++) {
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float curr_offset = get_offset(i);
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float next_offset = get_offset(i + 1);
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if (offset >= curr_offset && offset < next_offset) {
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float f = (offset - curr_offset) / (next_offset - curr_offset);
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vec4 curr_color = gsk_premultiply(get_color(i));
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vec4 next_color = gsk_premultiply(get_color(i + 1));
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vec4 color = mix(curr_color, next_color, f);
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gskSetOutputColor(color * u_alpha);
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return;
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}
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}
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gskSetOutputColor(gsk_scaled_premultiply(get_color(n), u_alpha));
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}
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