const GskColorStop *stops = gsk_linear_gradient_node_peek_color_stops (node);
const graphene_point_t *start = gsk_linear_gradient_node_peek_start (node);
const graphene_point_t *end = gsk_linear_gradient_node_peek_end (node);
- int i;
ops_set_program (builder, &self->linear_gradient_program);
-
op = ops_begin (builder, OP_CHANGE_LINEAR_GRADIENT);
-
- for (i = 0; i < n_color_stops; i ++)
- {
- const GskColorStop *stop = stops + i;
-
- op->color_stops[(i * 4) + 0] = stop->color.red;
- op->color_stops[(i * 4) + 1] = stop->color.green;
- op->color_stops[(i * 4) + 2] = stop->color.blue;
- op->color_stops[(i * 4) + 3] = stop->color.alpha;
- op->color_offsets[i] = stop->offset;
- }
-
+ op->color_stops = stops;
op->n_color_stops = n_color_stops;
op->start_point.x = start->x + builder->dx;
op->start_point.y = start->y + builder->dy;
const OpLinearGradient *op)
{
OP_PRINT (" -> Linear gradient");
- glUniform1i (program->linear_gradient.num_color_stops_location,
- op->n_color_stops);
- glUniform4fv (program->linear_gradient.color_stops_location,
- op->n_color_stops,
- op->color_stops);
- glUniform1fv (program->linear_gradient.color_offsets_location,
- op->n_color_stops,
- op->color_offsets);
- glUniform2f (program->linear_gradient.start_point_location,
- op->start_point.x, op->start_point.y);
- glUniform2f (program->linear_gradient.end_point_location,
- op->end_point.x, op->end_point.y);
+ glUniform1i (program->linear_gradient.num_color_stops_location, op->n_color_stops);
+ glUniform1fv (program->linear_gradient.color_stops_location,
+ op->n_color_stops * 5,
+ (float *)op->color_stops);
+ glUniform2f (program->linear_gradient.start_point_location, op->start_point.x, op->start_point.y);
+ glUniform2f (program->linear_gradient.end_point_location, op->end_point.x, op->end_point.y);
}
static inline void
/* linear gradient */
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient, color_stops);
- INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient, color_offsets);
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient, num_color_stops);
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient, start_point);
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient, end_point);
// VERTEX_SHADER
uniform vec2 u_start_point;
uniform vec2 u_end_point;
+uniform float u_color_stops[8 * 5];
+uniform int u_num_color_stops;
_OUT_ vec2 startPoint;
_OUT_ vec2 endPoint;
_OUT_ float maxDist;
_OUT_ vec2 gradient;
_OUT_ float gradientLength;
+_OUT_ vec4 color_stops[8];
+_OUT_ float color_offsets[8];
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
// Gradient direction
gradient = endPoint - startPoint;
gradientLength = length(gradient);
+
+ for (int i = 0; i < u_num_color_stops; i ++) {
+ color_offsets[i] = u_color_stops[(i * 5) + 0];
+ color_stops[i].r = u_color_stops[(i * 5) + 1];
+ color_stops[i].g = u_color_stops[(i * 5) + 2];
+ color_stops[i].b = u_color_stops[(i * 5) + 3];
+ color_stops[i].a = u_color_stops[(i * 5) + 4];
+ }
}
// FRAGMENT_SHADER:
-uniform vec4 u_color_stops[8];
-uniform float u_color_offsets[8];
+#ifdef GSK_LEGACY
uniform int u_num_color_stops;
+#else
+uniform highp int u_num_color_stops; // Why? Because it works like this.
+#endif
_IN_ vec2 startPoint;
_IN_ vec2 endPoint;
_IN_ float maxDist;
_IN_ vec2 gradient;
_IN_ float gradientLength;
+_IN_ vec4 color_stops[8];
+_IN_ float color_offsets[8];
+
vec4 fragCoord() {
vec4 f = gl_FragCoord;
// Offset of the current pixel
float offset = length(proj) / maxDist;
- vec4 color = u_color_stops[0];
+ vec4 color = color_stops[0];
for (int i = 1; i < u_num_color_stops; i ++) {
- if (offset >= u_color_offsets[i - 1]) {
- float o = (offset - u_color_offsets[i - 1]) / (u_color_offsets[i] - u_color_offsets[i - 1]);
- color = mix(u_color_stops[i - 1], u_color_stops[i], clamp(o, 0.0, 1.0));
+ if (offset >= color_offsets[i - 1]) {
+ float o = (offset - color_offsets[i - 1]) / (color_offsets[i] - color_offsets[i - 1]);
+ color = mix(color_stops[i - 1], color_stops[i], clamp(o, 0.0, 1.0));
}
}