// VERTEX_SHADER // radial_gradient.glsl uniform vec4 u_geometry; _OUT_ vec2 coord; void main() { gl_Position = u_projection * (u_modelview * vec4(aPosition, 0.0, 1.0)); vec2 mv0 = u_modelview[0].xy; vec2 mv1 = u_modelview[1].xy; vec2 offset = aPosition - u_geometry.xy; vec2 dir = vec2(dot(mv0, offset), dot(mv1, offset)); coord = dir * u_geometry.zw; } // FRAGMENT_SHADER: // radial_gradient.glsl #define MAX_COLOR_STOPS 6 #ifdef GSK_LEGACY uniform int u_num_color_stops; #else uniform highp int u_num_color_stops; #endif uniform bool u_repeat; uniform vec2 u_range; uniform float u_color_stops[MAX_COLOR_STOPS * 5]; _IN_ vec2 coord; float get_offset(int index) { // u_color_stops[5 * index] makes Intel Windows driver crash. // See https://gitlab.gnome.org/GNOME/gtk/-/issues/3783 int base = 5 * index; return u_color_stops[base]; } vec4 get_color(int index) { int base = 5 * index + 1; return vec4(u_color_stops[base], u_color_stops[base + 1], u_color_stops[base + 2], u_color_stops[base + 3]); } 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); } next_offset = get_offset(0); if (offset < next_offset) { gskSetOutputColor(gsk_scaled_premultiply(get_color(0), u_alpha)); return; } 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 < next_offset) { float f = (offset - curr_offset) / (next_offset - curr_offset); vec4 curr_color = get_color(i); vec4 next_color = get_color(i + 1); vec4 color = mix(curr_color, next_color, f); gskSetScaledOutputColor(gsk_premultiply(color), u_alpha); return; } } }