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| author | Ivan Molodetskikh <yalterz@gmail.com> | 2024-02-22 10:17:06 +0400 |
|---|---|---|
| committer | Ivan Molodetskikh <yalterz@gmail.com> | 2024-02-22 10:17:06 +0400 |
| commit | aefbad0cf73daade747ca47b8cb63b6c6fbdfc2b (patch) | |
| tree | 1d02199e152396f31968fbb3b884e044911a5558 /src/render_helpers/shaders/gradient_border.frag | |
| parent | b091202d86c1d824ce0a9ba83b21e5d50f2fc291 (diff) | |
| download | niri-aefbad0cf73daade747ca47b8cb63b6c6fbdfc2b.tar.gz niri-aefbad0cf73daade747ca47b8cb63b6c6fbdfc2b.tar.bz2 niri-aefbad0cf73daade747ca47b8cb63b6c6fbdfc2b.zip | |
Simplify gradient border shader
Diffstat (limited to 'src/render_helpers/shaders/gradient_border.frag')
| -rw-r--r-- | src/render_helpers/shaders/gradient_border.frag | 31 |
1 files changed, 11 insertions, 20 deletions
diff --git a/src/render_helpers/shaders/gradient_border.frag b/src/render_helpers/shaders/gradient_border.frag index 354968cf..91f2f3f0 100644 --- a/src/render_helpers/shaders/gradient_border.frag +++ b/src/render_helpers/shaders/gradient_border.frag @@ -8,33 +8,24 @@ varying vec2 v_coords; uniform vec4 color_from; uniform vec4 color_to; -uniform float angle; -uniform vec2 gradient_offset; -uniform float gradient_width; -uniform float gradient_total; - -#define FRAC_PI_2 1.57079632679 -#define PI 3.14159265359 -#define FRAC_3_PI_2 4.71238898038 -#define TAU 6.28318530718 +uniform vec2 grad_offset; +uniform float grad_width; +uniform vec2 grad_vec; void main() { - vec2 coords = v_coords * size + gradient_offset; + vec2 coords = v_coords * size + grad_offset; - if ((FRAC_PI_2 <= angle && angle < PI) || (FRAC_3_PI_2 <= angle && angle < TAU)) - coords.x -= gradient_width; + if ((grad_vec.x < 0.0 && 0.0 <= grad_vec.y) + || (0.0 <= grad_vec.x && grad_vec.y < 0.0)) { + coords.x -= grad_width; + } - float frag_angle = FRAC_PI_2; - if (coords.x != 0.0) - frag_angle = atan(coords.y, coords.x); + float frac = dot(coords, grad_vec) / dot(grad_vec, grad_vec); - float angle_frag_to_grad = frag_angle - angle; + if (grad_vec.y < 0.0) + frac = 1.0 + frac; - float frac = cos(angle_frag_to_grad) * length(coords) / gradient_total; - if (PI <= angle) - frac += 1.0; frac = clamp(frac, 0.0, 1.0); - vec4 out_color = mix(color_from, color_to, frac); #if defined(DEBUG_FLAGS) |
