// FRAGMENT_SHADER:
// conic_gradient.glsl
+#define MAX_COLOR_STOPS 6
+
#ifdef GSK_LEGACY
uniform int u_num_color_stops;
#else
#endif
uniform vec4 u_geometry;
-uniform float u_color_stops[6 * 5];
+uniform float u_color_stops[MAX_COLOR_STOPS * 5];
_NOPERSPECTIVE_ _IN_ vec2 coord;
// fract() does the modulo here, so now we have progress
// into the current conic
float offset = fract(angle * u_geometry.z + u_geometry.w);
+ float curr_offset;
+ float next_offset;
- if (offset < get_offset(0)) {
+ next_offset = get_offset(0);
+ if (offset < next_offset) {
gskSetOutputColor(gsk_scaled_premultiply(get_color(0), u_alpha));
return;
}
- int n = u_num_color_stops - 1;
- for (int i = 0; i < n; i++) {
- float curr_offset = get_offset(i);
- float next_offset = get_offset(i + 1);
+ if (offset >= get_offset(u_num_color_stops - 1)) {
+ gskSetOutputColor(gsk_scaled_premultiply(get_color(u_num_color_stops - 1), u_alpha));
+ return;
+ }
+
+ for (int i = 0; i < MAX_COLOR_STOPS; i++) {
+ curr_offset = next_offset;
+ next_offset = get_offset(i + 1);
- if (offset >= curr_offset && offset < next_offset) {
+ if (offset < next_offset) {
float f = (offset - curr_offset) / (next_offset - curr_offset);
vec4 curr_color = gsk_premultiply(get_color(i));
vec4 next_color = gsk_premultiply(get_color(i + 1));
vec4 color = mix(curr_color, next_color, f);
-
gskSetOutputColor(color * u_alpha);
return;
}
}
-
- gskSetOutputColor(gsk_scaled_premultiply(get_color(n), u_alpha));
}
// FRAGMENT_SHADER:
// linear_gradient.glsl
+#define MAX_COLOR_STOPS 6
+
#ifdef GSK_LEGACY
uniform int u_num_color_stops;
#else
uniform highp int u_num_color_stops; // Why? Because it works like this.
#endif
-uniform float u_color_stops[6 * 5];
+uniform float u_color_stops[MAX_COLOR_STOPS * 5];
uniform bool u_repeat;
_NOPERSPECTIVE_ _IN_ vec4 info;
void main() {
float offset = dot(info.xy, info.zw);
+ float curr_offset;
+ float next_offset;
if (u_repeat) {
offset = fract(offset);
}
- if (offset < get_offset(0)) {
+ next_offset = get_offset(0);
+ if (offset < next_offset) {
gskSetOutputColor(gsk_scaled_premultiply(get_color(0), u_alpha));
return;
}
- int n = u_num_color_stops - 1;
- for (int i = 0; i < n; i++) {
- float curr_offset = get_offset(i);
- float next_offset = get_offset(i + 1);
+ if (offset >= get_offset(u_num_color_stops - 1)) {
+ gskSetOutputColor(gsk_scaled_premultiply(get_color(u_num_color_stops - 1), u_alpha));
+ return;
+ }
+
+ for (int i = 0; i < MAX_COLOR_STOPS; i++) {
+ curr_offset = next_offset;
+ next_offset = get_offset(i + 1);
- if (offset >= curr_offset && offset < next_offset) {
+ if (offset < next_offset) {
float f = (offset - curr_offset) / (next_offset - curr_offset);
vec4 curr_color = gsk_premultiply(get_color(i));
vec4 next_color = gsk_premultiply(get_color(i + 1));
vec4 color = mix(curr_color, next_color, f);
-
gskSetOutputColor(color * u_alpha);
return;
}
}
-
- gskSetOutputColor(gsk_scaled_premultiply(get_color(n), u_alpha));
}
// FRAGMENT_SHADER:
// radial_gradient.glsl
+#define MAX_COLOR_STOPS 6
+
#ifdef GSK_LEGACY
uniform int u_num_color_stops;
#else
uniform bool u_repeat;
uniform vec2 u_range;
-uniform float u_color_stops[6 * 5];
+uniform float u_color_stops[MAX_COLOR_STOPS * 5];
_NOPERSPECTIVE_ _IN_ vec2 coord;
void main() {
// Reverse scale
float offset = length(coord) * u_range.x + u_range.y;
+ float curr_offset;
+ float next_offset;
if (u_repeat) {
offset = fract(offset);
}
- if (offset < get_offset(0)) {
+ next_offset = get_offset(0);
+ if (offset < next_offset) {
gskSetOutputColor(gsk_scaled_premultiply(get_color(0), u_alpha));
return;
}
- int n = u_num_color_stops - 1;
- for (int i = 0; i < n; i++) {
- float curr_offset = get_offset(i);
- float next_offset = get_offset(i + 1);
+ if (offset >= get_offset(u_num_color_stops - 1)) {
+ gskSetOutputColor(gsk_scaled_premultiply(get_color(u_num_color_stops - 1), u_alpha));
+ return;
+ }
+
+ for (int i = 0; i < MAX_COLOR_STOPS; i++) {
+ curr_offset = next_offset;
+ next_offset = get_offset(i + 1);
- if (offset >= curr_offset && offset < next_offset) {
+ if (offset < next_offset) {
float f = (offset - curr_offset) / (next_offset - curr_offset);
vec4 curr_color = gsk_premultiply(get_color(i));
vec4 next_color = gsk_premultiply(get_color(i + 1));
vec4 color = mix(curr_color, next_color, f);
-
gskSetOutputColor(color * u_alpha);
return;
}
}
-
- gskSetOutputColor(gsk_scaled_premultiply(get_color(n), u_alpha));
}