#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); for (uint i = 0; i < color_stops_size - 2; i += 2) { vec4 color = color_stops[i]; float offset = color_stops[i+1].x; vec4 next_color = color_stops[i+2]; float next_offset = color_stops[i+3].x; if (offset <= coord_offset && coord_offset <= next_offset) { fragColor = mix(color, next_color, smoothstep( offset, next_offset, coord_offset )); } else if (coord_offset < color_stops[1].x) { fragColor = color_stops[0]; } else if (coord_offset > color_stops[color_stops_size - 1].x) { fragColor = color_stops[color_stops_size - 2]; } } }