// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; #define TAU 6.283185307179586 #define GRADIENT_LIMIT 128 uniform int gradient_blend; uniform vec4 gradient_color[GRADIENT_LIMIT]; uniform float gradient_time[GRADIENT_LIMIT]; uniform int gradient_keys; uniform int gradient_loop; uniform vec2 center; uniform float angle; uniform float radius; uniform float shift; uniform int type; vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 0.0000000001; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } float hueDist(float a0, float a1, float t) { float da = fract(a1 - a0); float ds = fract(2. * da) - da; return a0 + ds * t; } vec3 hsvMix(vec3 c1, vec3 c2, float t) { vec3 h1 = rgb2hsv(c1); vec3 h2 = rgb2hsv(c2); vec3 h = vec3(0.); h.x = h.x + hueDist(h1.x, h2.x, t); h.y = mix(h1.y, h2.y, t); h.z = mix(h1.z, h2.z, t); return hsv2rgb(h); } vec4 gradientEval(in float prog) { vec4 col = vec4(0.); for(int i = 0; i < GRADIENT_LIMIT; 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 { float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]); if(gradient_blend == 0) col = mix(gradient_color[i - 1], gradient_color[i], t); else if(gradient_blend == 1) col = gradient_color[i - 1]; else if(gradient_blend == 2) col = vec4(hsvMix(gradient_color[i - 1].rgb, gradient_color[i].rgb, t), 1.); } break; } if(i >= gradient_keys - 1) { col = gradient_color[gradient_keys - 1]; break; } } 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; } prog = prog + shift; if(gradient_loop == 1) { prog = abs(prog); if(prog > 1.) { if(prog == floor(prog)) prog = 1.; else prog = fract(prog); } } vec4 col = gradientEval(prog); gl_FragColor = vec4(col.rgb, texture2D( gm_BaseTexture, v_vTexcoord ).a); }