[orx-shade-styles] Add elliptical gradient support
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@@ -2,6 +2,7 @@ package org.openrndr.extra.shadestyles.fills.gradients
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import org.openrndr.color.AlgebraicColor
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import org.openrndr.color.ConvertibleToColorRGBa
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import org.openrndr.extra.shaderphrases.sdf.sdStarPhrase
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import org.openrndr.math.CastableToVector4
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import org.openrndr.math.Vector2
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import org.openrndr.math.Vector4
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@@ -42,48 +43,17 @@ open class StellarGradient<C>(
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}
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companion object {
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val gradientFunction = """
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const float pi = $PI;
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const vec3 c = vec3(1,0,-1);
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/*
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taken from https://www.shadertoy.com/view/csXcD8# by ShaderToy user 'nr4'
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*/
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float dstar(in vec2 x, in float r1, in float r2, in float N) {
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N *= 2.;
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float p = atan(x.y,x.x),
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k = pi/N,
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dp = mod(p, 2.*k),
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parity = mod(round((p-dp)*.5/k), 2.),
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dkp = mix(k,-k,parity),
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kp = k+dkp,
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km = k-dkp;
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vec2 p1 = r1*vec2(cos(km),sin(km)),
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p2 = r2*vec2(cos(kp),sin(kp)),
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dpp = p2-p1,
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n = normalize(dpp).yx*c.xz,
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xp = length(x)*vec2(cos(dp), sin(dp)),
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xp1 = xp-p1;
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float t = dot(xp1,dpp)/dot(dpp,dpp)-.5,
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r = (1.-2.*parity)*dot(xp1,n);
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return t < -.5
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? sign(r)*length(xp1)
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: t < .5
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? r
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: sign(r)*length(xp-p2);
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}
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float gradientFunction(vec2 coord) {
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vec2 d0 = coord - p_center;
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d0 = rotate2D(d0, p_rotation);
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float innerRadius = 1.0 - p_sharpness;
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float f = dstar(d0 / p_radius, innerRadius, 1.0, float(p_sides));
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// dstar is broken at vec2(0.0, 0.0), let's nudge it a bit
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float f0 = dstar(vec2(1E-6, 1E-6), innerRadius, 1.0, float(p_sides));
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f -= f0;
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f /= 0.5 * 1.0 * (1.0 + cos(pi / float(p_sides)));
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return f;
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}
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""".trimIndent()
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val gradientFunction = """$sdStarPhrase
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float gradientFunction(vec2 coord) {
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vec2 d0 = coord - p_center;
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d0 = rotate2D(d0, p_rotation);
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float f = sdStar(d0 / p_radius, 1.0, p_sides, p_sharpness);
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float f0 = sdStar(vec2(0.0), 1.0, p_sides, p_sharpness);
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f -= f0;
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f /= 0.5 * 1.0 * (1.0 + cos($PI / float(p_sides)));
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return f;
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}
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""".trimIndent()
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}
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}
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