diff options
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]; -        } -    } -}  | 
