package org.openrndr.extra.shadestyles import org.openrndr.color.ColorRGBa import org.openrndr.draw.ShadeStyle import org.openrndr.extra.parameters.ColorParameter import org.openrndr.extra.parameters.Description import org.openrndr.extra.parameters.DoubleParameter import org.openrndr.math.Vector2 @Description("Half-angular gradient") class HalfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0) : ShadeStyle() { @ColorParameter("start color", order = 0) var color0: ColorRGBa by Parameter() @ColorParameter("end color", order = 1) var color1: ColorRGBa by Parameter() var offset: Vector2 by Parameter() @DoubleParameter("rotation", -180.0, 180.0, order = 2) var rotation: Double by Parameter() @DoubleParameter("length", 0.0, 10.0, order = 3) var length: Double by Parameter() init { this.color0 = color0 this.color1 = color1 this.offset = offset this.rotation = rotation this.length = length fragmentTransform = """ vec2 coord = (c_boundsPosition.xy - vec2(0.5) + p_offset/2.0) * 2.0; float cr = cos(radians(p_rotation)); float sr = sin(radians(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 color0 = p_color0 * vec4(p_color0.aaa, 1.0); vec4 color1 = p_color1 * vec4(p_color1.aaa, 1.0); vec4 gradient = color0 * (1.0-f) + 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; } } """ } } fun halfAngularGradient(color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0): ShadeStyle { return HalfAngularGradient(color0, color1, offset, rotation) }