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("Linear gradient") class LinearGradient( color0: ColorRGBa, color1: ColorRGBa, offset: Vector2, rotation: Double = 0.0, exponent: Double = 1.0) : 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("exponent", 0.01, 10.0, order = 3) var exponent: Double by Parameter() init { this.color0 = color0 this.color1 = color1 this.offset = offset this.rotation = rotation this.exponent = exponent fragmentTransform = """ vec2 coord = (c_boundsPosition.xy - 0.5 + p_offset); 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(rc.y + 0.5, 0.0, 1.0); vec4 color0 = p_color0; color0.rgb *= color0.a; vec4 color1 = p_color1; color1.rgb *= color1.a; vec4 gradient = mix(color0, color1, pow(f, p_exponent)); 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 linearGradient( color0: ColorRGBa, color1: ColorRGBa, offset: Vector2 = Vector2.ZERO, rotation: Double = 0.0, exponent: Double = 1.0 ) : ShadeStyle { return LinearGradient(color0, color1, offset, rotation, exponent) }