Merge pull request #71 from hamoid/gradientsWithExpo
Add exponent to all gradients, cleanup
This commit is contained in:
@@ -4,10 +4,17 @@ import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.ShadeStyle
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import org.openrndr.extra.parameters.ColorParameter
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.DoubleParameter
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import org.openrndr.math.Vector2
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@Description("Angular gradient")
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class AngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0) : ShadeStyle() {
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class AngularGradient(
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color0: ColorRGBa,
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color1: ColorRGBa,
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offset: Vector2 = Vector2.ZERO,
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rotation: Double = 0.0,
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exponent: Double = 1.0) : ShadeStyle() {
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@ColorParameter("start color", order = 0)
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var color0 : ColorRGBa by Parameter()
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@ColorParameter("end color", order = 1)
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@@ -16,37 +23,49 @@ class AngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Ve
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var offset : Vector2 by Parameter()
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@ColorParameter("rotation", order = 3)
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var rotation : Double by Parameter()
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@DoubleParameter("exponent", 0.01, 10.0, order = 4)
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var exponent: Double by Parameter()
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init {
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this.color0 = color0
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this.color1 = color1
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this.offset = offset
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this.rotation = rotation
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this.exponent = exponent
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fragmentTransform = """
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vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
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vec2 coord = (c_boundsPosition.xy - 0.5 + p_offset/2.0) * 2.0;
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float cr = cos(radians(p_rotation));
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float sr = sin(radians(p_rotation));
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mat2 rm = mat2(cr, -sr, sr, cr);
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vec2 rc = rm * coord;
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float f = (atan(rc.y, rc.x) + 3.1415926536) / (2.0 * 3.1415926536);
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vec4 color0 = p_color0 * vec4(p_color0.aaa, 1.0);
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vec4 color1 = p_color1 * vec4(p_color1.aaa, 1.0);
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vec4 gradient = color0 * (1.0-f) + color1 * f;
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vec4 color0 = p_color0;
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color0.rgb *= color0.a;
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vec4 color1 = p_color1;
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color1.rgb *= color1.a;
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vec4 gradient = mix(color0, color1, pow(f, p_exponent));
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vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
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x_fill = fn * gradient;
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if (x_fill.a !=0) {
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if (x_fill.a != 0) {
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x_fill.rgb /= x_fill.a;
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}
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"""
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}
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}
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fun angularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0): ShadeStyle {
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return AngularGradient(color0, color1, offset, rotation)
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fun angularGradient(
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color0: ColorRGBa,
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color1: ColorRGBa,
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offset: Vector2 = Vector2.ZERO,
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rotation: Double = 0.0,
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exponent: Double = 1.0
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): ShadeStyle {
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return AngularGradient(color0, color1, offset, rotation, exponent)
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}
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@@ -8,7 +8,13 @@ import org.openrndr.extra.parameters.DoubleParameter
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import org.openrndr.math.Vector2
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@Description("Half-angular gradient")
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class HalfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0) : ShadeStyle() {
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class HalfAngularGradient(
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color0: ColorRGBa,
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color1: ColorRGBa,
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offset: Vector2 = Vector2.ZERO,
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rotation: Double = 0.0,
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exponent: Double = 1.0) : ShadeStyle() {
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@ColorParameter("start color", order = 0)
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var color0: ColorRGBa by Parameter()
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@ColorParameter("end color", order = 1)
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@@ -16,18 +22,18 @@ class HalfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2
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var offset: Vector2 by Parameter()
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@DoubleParameter("rotation", -180.0, 180.0, order = 2)
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var rotation: Double by Parameter()
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@DoubleParameter("length", 0.0, 10.0, order = 3)
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var length: Double by Parameter()
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@DoubleParameter("exponent", 0.01, 10.0, order = 3)
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var exponent: Double by Parameter()
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init {
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this.color0 = color0
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this.color1 = color1
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this.offset = offset
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this.rotation = rotation
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this.length = length
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this.exponent = exponent
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fragmentTransform = """
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vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
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vec2 coord = (c_boundsPosition.xy - 0.5 + p_offset/2.0) * 2.0;
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float cr = cos(radians(p_rotation));
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float sr = sin(radians(p_rotation));
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@@ -37,21 +43,31 @@ class HalfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2
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//float f = abs(atan(rc.y/rc.x)) / (3.1415926536/2.0);
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//float f = (atan(rc.y/rc.x) + 3.1415926536/2.0) / (3.1415926536);
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vec4 color0 = p_color0 * vec4(p_color0.aaa, 1.0);
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vec4 color1 = p_color1 * vec4(p_color1.aaa, 1.0);
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vec4 gradient = color0 * (1.0-f) + color1 * f;
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vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
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vec4 color0 = p_color0;
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color0.rgb *= color0.a;
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vec4 color1 = p_color1;
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color1.rgb *= color1.a;
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vec4 gradient = mix(color0, color1, pow(f, p_exponent));
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vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
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x_fill = fn * gradient;
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if (x_fill.a !=0) {
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if (x_fill.a != 0) {
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x_fill.rgb /= x_fill.a;
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}
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}
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"""
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"""
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}
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}
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fun halfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0): ShadeStyle {
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return HalfAngularGradient(color0, color1, offset, rotation)
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fun halfAngularGradient(
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color0: ColorRGBa,
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color1: ColorRGBa,
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offset: Vector2 = Vector2.ZERO,
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rotation: Double = 0.0,
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exponent: Double = 1.0
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): ShadeStyle {
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return HalfAngularGradient(color0, color1, offset, rotation, exponent)
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}
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@@ -12,8 +12,8 @@ class LinearGradient(
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color0: ColorRGBa,
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color1: ColorRGBa,
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offset: Vector2,
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rotation: Double,
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exponent: Double) : ShadeStyle() {
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rotation: Double = 0.0,
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exponent: Double = 1.0) : ShadeStyle() {
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@ColorParameter("start color", order = 0)
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var color0: ColorRGBa by Parameter()
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@@ -33,11 +33,13 @@ class LinearGradient(
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this.exponent = exponent
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fragmentTransform = """
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vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset);
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vec2 coord = (c_boundsPosition.xy - 0.5 + p_offset);
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float cr = cos(radians(p_rotation));
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float sr = sin(radians(p_rotation));
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mat2 rm = mat2(cr, -sr, sr, cr);
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float f = clamp((rm * coord).y + 0.5, 0.0, 1.0);
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vec2 rc = rm * coord;
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float f = clamp(rc.y + 0.5, 0.0, 1.0);
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vec4 color0 = p_color0;
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color0.rgb *= color0.a;
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@@ -57,9 +59,12 @@ class LinearGradient(
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}
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}
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fun linearGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 =
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Vector2.ZERO, rotation: Double = 0.0, exponent: Double = 1.0) =
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LinearGradient(color0, color1, offset, rotation, exponent)
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fun linearGradient(
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color0: ColorRGBa,
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color1: ColorRGBa,
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offset: Vector2 = Vector2.ZERO,
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rotation: Double = 0.0,
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exponent: Double = 1.0
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) : ShadeStyle {
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return LinearGradient(color0, color1, offset, rotation, exponent)
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}
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@@ -9,16 +9,25 @@ import org.openrndr.extra.parameters.DoubleParameter
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import org.openrndr.math.Vector2
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@Description("Radial gradient")
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class RadialGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0, length: Double = 1.0) : ShadeStyle() {
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class RadialGradient(
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color0: ColorRGBa,
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color1: ColorRGBa,
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offset: Vector2 = Vector2.ZERO,
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rotation: Double = 0.0,
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length: Double = 1.0,
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exponent: Double = 1.0) : ShadeStyle() {
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@ColorParameter("start color", order = 0)
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var color0 : ColorRGBa by Parameter()
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@ColorParameter("end color", order = 1)
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var color1 : ColorRGBa by Parameter()
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var offset : Vector2 by Parameter()
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@DoubleParameter("rotation", -180.0, 180.0)
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@DoubleParameter("rotation", -180.0, 180.0, order = 2)
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var rotation : Double by Parameter()
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@DoubleParameter("length", 0.0, 10.0)
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var length: Double by Parameter()
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@DoubleParameter("exponent", 0.01, 10.0, order = 3)
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var exponent: Double by Parameter()
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init {
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this.color0 = color0
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@@ -26,24 +35,29 @@ class RadialGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vec
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this.offset = offset
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this.rotation = rotation
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this.length = length
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this.exponent = exponent
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fragmentTransform = """
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vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0;
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vec2 coord = (c_boundsPosition.xy - 0.5 + p_offset/2.0) * 2.0;
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float cr = cos(radians(p_rotation));
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float sr = sin(radians(p_rotation));
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mat2 rm = mat2(cr, -sr, sr, cr);
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float f = clamp(p_length * length(rm * coord), 0.0, 1.0);
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vec4 color0 = p_color0 * vec4(p_color0.aaa, 1.0);
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vec4 color1 = p_color1 * vec4(p_color1.aaa, 1.0);
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vec4 gradient = color0 * (1.0-f) + color1 * f;
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mat2 rm = mat2(cr, -sr, sr, cr);
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vec2 rc = rm * coord;
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float f = clamp(p_length * length(rc), 0.0, 1.0);
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vec4 color0 = p_color0;
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color0.rgb *= color0.a;
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vec4 color1 = p_color1;
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color1.rgb *= color1.a;
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vec4 gradient = mix(color0, color1, pow(f, p_exponent));
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vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a;
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x_fill = fn * gradient;
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if (x_fill.a !=0) {
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if (x_fill.a != 0) {
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x_fill.rgb /= x_fill.a;
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}
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"""
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@@ -55,7 +69,8 @@ fun radialGradient(
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color1: ColorRGBa,
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offset: Vector2 = Vector2.ZERO,
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rotation: Double = 0.0,
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length: Double = 1.0
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length: Double = 1.0,
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exponent: Double = 1.0
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): ShadeStyle {
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return RadialGradient(color0, color1, offset, rotation, length)
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return RadialGradient(color0, color1, offset, rotation, length, exponent)
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}
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