Pixel-Composer/shaders/sh_gradient/sh_gradient.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define TAU 6.28318
uniform int gradient_blend;
uniform vec4 gradient_color[16];
uniform float gradient_time[16];
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uniform int gradient_keys;
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uniform int gradient_loop;
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uniform vec2 center;
uniform float angle;
uniform float radius;
uniform float shift;
uniform int type;
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vec4 gradientEval(in float prog) {
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vec4 col = vec4(0.);
for(int i = 0; i < 16; i++) {
if(gradient_time[i] == prog) {
col = gradient_color[i];
break;
} else if(gradient_time[i] > prog) {
if(i == 0)
col = gradient_color[i];
else {
if(gradient_blend == 0)
col = mix(gradient_color[i - 1], gradient_color[i], (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]));
else if(gradient_blend == 1)
col = gradient_color[i - 1];
}
break;
}
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if(i >= gradient_keys - 1) {
col = gradient_color[gradient_keys - 1];
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break;
}
}
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return col;
}
void main() {
float prog = 0.;
if(type == 0) {
prog = .5 + (v_vTexcoord.x - center.x) * cos(angle) - (v_vTexcoord.y - center.y) * sin(angle);
} else if(type == 1) {
prog = distance(v_vTexcoord, center) / radius;
} else if(type == 2) {
vec2 _p = v_vTexcoord - center;
float _a = atan(_p.y, _p.x) + angle;
prog = (_a - floor(_a / TAU) * TAU) / TAU;
}
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prog = prog + shift;
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if(gradient_loop == 1) {
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prog = abs(prog);
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if(prog > 1.) {
if(prog == floor(prog))
prog = 1.;
else
prog = fract(prog);
}
}
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vec4 col = gradientEval(prog);
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gl_FragColor = vec4(col.rgb, texture2D( gm_BaseTexture, v_vTexcoord ).a);
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}