package org.openrndr.extra.shadestyles import org.openrndr.color.ColorRGBa import org.openrndr.draw.ShadeStyle import org.openrndr.draw.shadeStyle import org.openrndr.math.Vector2 fun linearGradient(color0: ColorRGBa, color1: ColorRGBa, offset : Vector2 = Vector2.ZERO, rotation:Double = 0.0) : ShadeStyle { return shadeStyle { fragmentTransform = """ vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset); float cr = cos(p_rotation); float sr = sin(p_rotation); mat2 rm = mat2(cr, -sr, sr, cr); float f = clamp((rm * coord).y + 0.5, 0.0, 1.0); vec4 gradient = p_color0 * (1.0-f) + p_color1 * f; vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a; x_fill = fn * gradient; if (x_fill.a !=0) { x_fill.rgb /= x_fill.a; } """ parameter("offset", offset) parameter("color0", color0.alphaMultiplied) parameter("color1", color1.alphaMultiplied) parameter("rotation", Math.toRadians(rotation) ) } } fun radialGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation:Double = 0.0, length: Double = 1.0) : ShadeStyle { return shadeStyle { fragmentTransform = """ vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0; float cr = cos(p_rotation); float sr = sin(p_rotation); mat2 rm = mat2(cr, -sr, sr, cr); float f = clamp(p_length * length(rm * coord), 0.0, 1.0); vec4 gradient = p_color0 * (1.0-f) + p_color1 * f; vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a; x_fill = fn * gradient; if (x_fill.a !=0) { x_fill.rgb /= x_fill.a; } """ parameter("offset", offset) parameter("color0", color0.alphaMultiplied) parameter("color1", color1.alphaMultiplied) parameter("rotation", Math.toRadians(rotation)) parameter("length", length) } } fun angularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation:Double = 0.0) : ShadeStyle { return shadeStyle { fragmentTransform = """ vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0; float cr = cos(p_rotation); float sr = sin(p_rotation); mat2 rm = mat2(cr, -sr, sr, cr); vec2 rc = rm * coord; float f = (atan(rc.y, rc.x) + 3.1415926536) / (2.0 * 3.1415926536); vec4 gradient = p_color0 * (1.0-f) + p_color1 * f; vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a; x_fill = fn * gradient; if (x_fill.a !=0) { x_fill.rgb /= x_fill.a; } """ parameter("offset", offset) parameter("color0", color0.alphaMultiplied) parameter("color1", color1.alphaMultiplied) parameter("rotation", Math.toRadians(rotation) ) } } fun halfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation:Double = 0.0) : ShadeStyle { return shadeStyle { fragmentTransform = """ vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0; float cr = cos(p_rotation); float sr = sin(p_rotation); mat2 rm = mat2(cr, -sr, sr, cr); vec2 rc = rm * coord; float f = abs(atan(rc.y, rc.x)) / (3.1415926536); //float f = abs(atan(rc.y/rc.x)) / (3.1415926536/2.0); //float f = (atan(rc.y/rc.x) + 3.1415926536/2.0) / (3.1415926536); vec4 gradient = p_color0 * (1.0-f) + p_color1 * f; vec4 fn = vec4(x_fill.rgb, 1.0) * x_fill.a; x_fill = fn * gradient; if (x_fill.a !=0) { x_fill.rgb /= x_fill.a; } """ parameter("offset", offset) parameter("color0", color0.alphaMultiplied) parameter("color1", color1.alphaMultiplied) parameter("rotation", Math.toRadians(rotation) ) } }