diff options
Diffstat (limited to 'glow/src/shader')
-rw-r--r-- | glow/src/shader/common/gradient.frag | 59 | ||||
-rw-r--r-- | glow/src/shader/common/triangle.frag | 6 | ||||
-rw-r--r-- | glow/src/shader/common/triangle.vert | 8 |
3 files changed, 65 insertions, 8 deletions
diff --git a/glow/src/shader/common/gradient.frag b/glow/src/shader/common/gradient.frag new file mode 100644 index 00000000..42d0201f --- /dev/null +++ b/glow/src/shader/common/gradient.frag @@ -0,0 +1,59 @@ +#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 uint 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 + 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 - 1u].x; + + for (uint i = 0u; i < color_stops_size - 2u; i += 2u) { + float curr_offset = color_stops[i+1u].x; + float next_offset = color_stops[i+3u].x; + + if (coord_offset <= min_offset) { + //current coordinate is before the first defined offset, set it to the start color + 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 + fragColor = mix(color_stops[i], color_stops[i+2u], 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 + fragColor = color_stops[color_stops_size - 2u]; + } + } +} diff --git a/glow/src/shader/common/triangle.frag b/glow/src/shader/common/triangle.frag index e8689f2e..ead40fe5 100644 --- a/glow/src/shader/common/triangle.frag +++ b/glow/src/shader/common/triangle.frag @@ -11,8 +11,8 @@ out vec4 fragColor; #define gl_FragColor fragColor #endif -in vec4 v_Color; +uniform vec4 color; void main() { - gl_FragColor = v_Color; -}
\ No newline at end of file + fragColor = color; +} diff --git a/glow/src/shader/common/triangle.vert b/glow/src/shader/common/triangle.vert index d0494a5f..fe505997 100644 --- a/glow/src/shader/common/triangle.vert +++ b/glow/src/shader/common/triangle.vert @@ -1,11 +1,9 @@ uniform mat4 u_Transform; in vec2 i_Position; -in vec4 i_Color; - -out vec4 v_Color; +out vec2 raw_position; void main() { gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0); - v_Color = i_Color; -}
\ No newline at end of file + raw_position = i_Position; +} |