[orx-shade-styles] convert to MPP
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package org.openrndr.extra.shadestyles
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.ShadeStyle
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import org.openrndr.extra.parameters.Description
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import org.openrndr.math.Vector2
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@Description("Multicolor radial gradient")
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class NPointRadialGradient(
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colors: Array<ColorRGBa>,
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points: Array<Double> = Array(colors.size) { it / (colors.size - 1.0) },
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offset: Vector2 = Vector2.ZERO,
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rotation: Double = 0.0,
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length: Double = 1.0) : ShadeStyle()
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{
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var colors: Array<ColorRGBa> by Parameter()
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// Sorted normalized values defining relative positions of colors
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var points: Array<Double> by Parameter()
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var offset: Vector2 by Parameter()
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var rotation: Double by Parameter()
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var length: Double by Parameter()
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init {
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this.colors = colors
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this.points = points
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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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fragmentTransform = """
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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 = clamp(p_length * length(rc), 0.0, 1.0);
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int i=0;
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while(i < p_points_SIZE - 1 && f >= p_points[i+1]) { i++; }
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vec4 color0 = p_colors[i];
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color0.rgb *= color0.a;
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vec4 color1 = p_colors[i+1];
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color1.rgb *= color1.a;
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float g = (f - p_points[i]) / (p_points[i+1] - p_points[i]);
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vec4 gradient = mix(color0, color1, clamp(g, 0.0, 1.0));
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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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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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