Pixel-Composer/build/Windows/0/cache/sh_gradient_points.shader

62 lines
1.5 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
#define TAU 6.283185307179586
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 center[4];
uniform vec3 color[4];
uniform vec4 strength;
uniform int blend;
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;
if(blend == 0) weights = distances / (distances[0] + distances[1] + distances[2] + distances[3]);
else if(blend == 1) weights = normalize(distances);
vec3 clr = color[0] * weights[0] +
color[1] * weights[1] +
color[2] * weights[2] +
color[3] * weights[3];
gl_FragColor = vec4(clr, 1.);
}