@file:Suppress("RUNTIME_ANNOTATION_NOT_SUPPORTED") package org.openrndr.extra.shadestyles import org.openrndr.color.ColorRGBa import org.openrndr.draw.ShadeStyle import org.openrndr.extra.parameters.Description import org.openrndr.math.Vector2 @Deprecated("use gradient {} instead") @Description("Multicolor radial gradient") class NPointRadialGradient( colors: Array, points: Array = Array(colors.size) { it / (colors.size - 1.0) }, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0, length: Double = 1.0) : ShadeStyle() { var colors: Array by Parameter() // Sorted normalized values defining relative positions of colors var points: Array by Parameter() var offset: Vector2 by Parameter() var rotation: Double by Parameter() var length: Double by Parameter() init { this.colors = colors this.points = points this.offset = offset this.rotation = rotation this.length = length fragmentTransform = """ vec2 coord = (c_boundsPosition.xy - 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 = clamp(p_length * length(rc), 0.0, 1.0); int i=0; while(i < p_points_SIZE - 1 && f >= p_points[i+1]) { i++; } vec4 color0 = p_colors[i]; color0.rgb *= color0.a; vec4 color1 = p_colors[i+1]; color1.rgb *= color1.a; float g = (f - p_points[i]) / (p_points[i+1] - p_points[i]); vec4 gradient = mix(color0, color1, clamp(g, 0.0, 1.0)); 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; } """ } }