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#version 420 core
#include "clip.frag.glsl"
struct ColorStop {
float offset;
vec4 color;
};
layout(location = 0) in vec2 inPos;
layout(location = 1) in float inGradientPos;
layout(location = 2) in flat int inRepeating;
layout(location = 3) in flat int inStopCount;
layout(location = 4) in flat ColorStop inStops[8];
layout(location = 0) out vec4 outColor;
void main()
{
float pos;
if (inRepeating != 0)
pos = fract (inGradientPos);
else
pos = clamp (inGradientPos, 0, 1);
vec4 color = inStops[0].color;
int n = clamp (inStopCount, 2, 8);
for (int i = 1; i < n; i++)
{
if (inStops[i].offset > inStops[i-1].offset)
color = mix (color, inStops[i].color, clamp((pos - inStops[i-1].offset) / (inStops[i].offset - inStops[i-1].offset), 0, 1));
}
//outColor = vec4(pos, pos, pos, 1.0);
outColor = clip (inPos, color);
}
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