#version 100 #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform mat4 view_matrix; uniform mat4 world_matrix; uniform vec4 mult_color; uniform vec4 add_color; uniform mat3 u_matrix; uniform int u_gradient_type; uniform float u_ratios[16]; uniform vec4 u_colors[16]; uniform int u_repeat_mode; uniform float u_focal_point; uniform int u_interpolation; varying vec2 frag_uv; vec4 interpolate(float t, float ratio1, float ratio2, vec4 color1, vec4 color2) { color1 = clamp(mult_color * color1 + add_color, 0.0, 1.0); color2 = clamp(mult_color * color2 + add_color, 0.0, 1.0); float a = (t - ratio1) / (ratio2 - ratio1); return mix(color1, color2, a); } vec3 linear_to_srgb(vec3 linear) { vec3 a = 12.92 * linear; vec3 b = 1.055 * pow(linear, vec3(1.0 / 2.4)) - 0.055; vec3 c = step(vec3(0.0031308), linear); return mix(a, b, c); } void main() { float t; if( u_gradient_type == 0 ) { t = frag_uv.x; } else if( u_gradient_type == 1 ) { t = length(frag_uv * 2.0 - 1.0); } else if( u_gradient_type == 2 ) { vec2 uv = frag_uv * 2.0 - 1.0; vec2 d = vec2(u_focal_point, 0.0) - uv; float l = length(d); d /= l; t = l / (sqrt(1.0 - u_focal_point*u_focal_point*d.y*d.y) + u_focal_point*d.x); } if( u_repeat_mode == 0 ) { // Clamp t = clamp(t, 0.0, 1.0); } else if( u_repeat_mode == 1 ) { // Repeat t = fract(t); } else { // Mirror if( t < 0.0 ) { t = -t; } if( int(mod(t, 2.0)) == 0 ) { t = fract(t); } else { t = 1.0 - fract(t); } } // TODO: No non-constant array access in WebGL 1, so the following is kind of painful. // We'd probably be better off passing in the gradient as a texture and sampling from there. vec4 color; if( t <= u_ratios[0] ) { color = clamp(mult_color * u_colors[0] + add_color, 0.0, 1.0); } else if( t <= u_ratios[1] ) { color = interpolate(t, u_ratios[0], u_ratios[1], u_colors[0], u_colors[1]); } else if( t <= u_ratios[2] ) { color = interpolate(t, u_ratios[1], u_ratios[2], u_colors[1], u_colors[2]); } else if( t <= u_ratios[3] ) { color = interpolate(t, u_ratios[2], u_ratios[3], u_colors[2], u_colors[3]); } else if( t <= u_ratios[4] ) { color = interpolate(t, u_ratios[3], u_ratios[4], u_colors[3], u_colors[4]); } else if( t <= u_ratios[5] ) { color = interpolate(t, u_ratios[4], u_ratios[5], u_colors[4], u_colors[5]); } else if( t <= u_ratios[6] ) { color = interpolate(t, u_ratios[5], u_ratios[6], u_colors[5], u_colors[6]); } else if( t <= u_ratios[7] ) { color = interpolate(t, u_ratios[6], u_ratios[7], u_colors[6], u_colors[7]); } else if( t <= u_ratios[8] ) { color = interpolate(t, u_ratios[7], u_ratios[8], u_colors[7], u_colors[8]); } else if( t <= u_ratios[9] ) { color = interpolate(t, u_ratios[8], u_ratios[9], u_colors[8], u_colors[9]); } else if( t <= u_ratios[10] ) { color = interpolate(t, u_ratios[9], u_ratios[10], u_colors[9], u_colors[10]); } else if( t <= u_ratios[11] ) { color = interpolate(t, u_ratios[10], u_ratios[11], u_colors[10], u_colors[11]); } else if( t <= u_ratios[12] ) { color = interpolate(t, u_ratios[11], u_ratios[12], u_colors[11], u_colors[12]); } else if( t <= u_ratios[13] ) { color = interpolate(t, u_ratios[12], u_ratios[13], u_colors[12], u_colors[13]); } else if( t <= u_ratios[14] ) { color = interpolate(t, u_ratios[13], u_ratios[14], u_colors[13], u_colors[14]); } else { color = clamp(mult_color * u_colors[14] + add_color, 0.0, 1.0); } if( u_interpolation != 0 ) { color = vec4(linear_to_srgb(vec3(color)), color.a); } float alpha = clamp(color.a, 0.0, 1.0); gl_FragColor = vec4(color.rgb * alpha, alpha); }