Wayland compositor (wlroots)
git clone https://git.lucas.co/cce-compositor.git
scenefx/render/fx_renderer/shaders/gradient.frag (1.1K)
1 vec4 gradient(vec4 colors[LEN], int count, vec2 size, vec2 grad_box, vec2 origin, float degree, bool linear, bool blend) {
2 float step;
3
4 vec2 normal = (gl_FragCoord.xy - grad_box)/size;
5 vec2 uv = normal - origin;
6
7 float rad = radians(degree);
8
9 if (linear) {
10 uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad)));
11
12 vec2 rotated = vec2(uv.x * cos(rad) - uv.y * sin(rad) + origin.x,
13 uv.x * sin(rad) + uv.y * cos(rad) + origin.y);
14
15 step = rotated.x;
16 } else {
17 vec2 uv = normal - origin;
18 uv = vec2(uv.x * cos(rad) - uv.y * sin(rad),
19 uv.x * sin(rad) + uv.y * cos(rad));
20
21 uv = vec2(-atan(uv.y, uv.x)/3.14159265 * 0.5 + 0.5, 0.0);
22 step = uv.x;
23 }
24
25 if (!blend) {
26 float smooth_fac = 1.0/float(count);
27 int ind = int(step/smooth_fac);
28
29 return colors[ind];
30 }
31
32 float smooth_fac = 1.0/float(count - 1);
33 int ind = int(step/smooth_fac);
34 float at = float(ind)*smooth_fac;
35
36 vec4 color = colors[ind];
37 if(ind > 0) color = mix(colors[ind - 1], color, smoothstep(at - smooth_fac, at, step));
38 if(ind <= count - 1) color = mix(color, colors[ind + 1], smoothstep(at, at + smooth_fac, step));
39
40 return color;
41 }