Pixel-Composer/shaders/sh_gradient_points/sh_gradient_points.fsh

35 lines
790 B
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define TAU 6.283185307179586
uniform vec2 dimension;
uniform vec2 center[4];
uniform vec3 color[4];
uniform vec4 strength;
void main() {
vec4 distances = vec4(0.);
float maxDist = 0.;
int i;
for( i = 0; i < 4; i++ ) {
float d = distance(v_vTexcoord, center[i] / dimension);
distances[i] = d;
maxDist = max(maxDist, d);
}
maxDist *= 2.;
for( i = 0; i < 4; i++ )
distances[i] = pow((maxDist - distances[i]) / maxDist, strength[i]);
vec4 weights = distances / (distances[0] + distances[1] + distances[2] + distances[3]);
vec3 clr = (color[0] * weights[0]) + (color[1] * weights[1]) + (color[2] * weights[2]) + (color[3] * weights[3]);
gl_FragColor = vec4(clr, 1.);
}