diff options
author | 2023-02-24 20:52:10 +0100 | |
---|---|---|
committer | 2023-02-24 20:52:10 +0100 | |
commit | 368cadd25a8b57ee5c41e45d1abe8d1dfb194c69 (patch) | |
tree | 191cb7cc7807a5fe513b3d485b2fda21d3bf0bde /glow/src/shader/common/gradient.frag | |
parent | 573d27eb52bbfacf1b06983b4282f00eb5265bdc (diff) | |
parent | 8059c40142d601588e01c152ce1bb72a1295dde8 (diff) | |
download | iced-368cadd25a8b57ee5c41e45d1abe8d1dfb194c69.tar.gz iced-368cadd25a8b57ee5c41e45d1abe8d1dfb194c69.tar.bz2 iced-368cadd25a8b57ee5c41e45d1abe8d1dfb194c69.zip |
Merge pull request #1697 from iced-rs/text-glyphon
Text shaping, font fallback, and `iced_wgpu` overhaul
Diffstat (limited to 'glow/src/shader/common/gradient.frag')
-rw-r--r-- | glow/src/shader/common/gradient.frag | 59 |
1 files changed, 0 insertions, 59 deletions
diff --git a/glow/src/shader/common/gradient.frag b/glow/src/shader/common/gradient.frag deleted file mode 100644 index 9af0cb6e..00000000 --- a/glow/src/shader/common/gradient.frag +++ /dev/null @@ -1,59 +0,0 @@ -#ifdef GL_ES -#ifdef GL_FRAGMENT_PRECISION_HIGH -precision highp float; -#else -precision mediump float; -#endif -#endif - -#ifdef HIGHER_THAN_300 -layout (location = 0) out vec4 fragColor; -#define gl_FragColor fragColor -#endif - -in vec2 raw_position; - -uniform vec4 gradient_direction; -uniform int color_stops_size; -// GLSL does not support dynamically sized arrays without SSBOs so this is capped to 16 stops -//stored as color(vec4) -> offset(vec4) sequentially; -uniform vec4 color_stops[32]; - -//TODO: rewrite without branching to make ALUs happy -void main() { - vec2 start = gradient_direction.xy; - vec2 end = gradient_direction.zw; - vec2 gradient_vec = vec2(end - start); - vec2 current_vec = vec2(raw_position.xy - start); - vec2 unit = normalize(gradient_vec); - float coord_offset = dot(unit, current_vec) / length(gradient_vec); - //if a gradient has a start/end stop that is identical, the mesh will have a transparent fill - gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); - - float min_offset = color_stops[1].x; - float max_offset = color_stops[color_stops_size - 1].x; - - for (int i = 0; i < color_stops_size - 2; i += 2) { - float curr_offset = color_stops[i+1].x; - float next_offset = color_stops[i+3].x; - - if (coord_offset <= min_offset) { - //current coordinate is before the first defined offset, set it to the start color - gl_FragColor = color_stops[0]; - } - - if (curr_offset <= coord_offset && coord_offset <= next_offset) { - //current fragment is between the current offset processing & the next one, interpolate colors - gl_FragColor = mix(color_stops[i], color_stops[i+2], smoothstep( - curr_offset, - next_offset, - coord_offset - )); - } - - if (coord_offset >= max_offset) { - //current coordinate is before the last defined offset, set it to the last color - gl_FragColor = color_stops[color_stops_size - 2]; - } - } -} |