Fixed an edge case where when gradient start/end are identical the GL fragment shader was not choosing the appropriate color.

This commit is contained in:
shan 2022-10-07 13:06:06 -07:00
parent 12a87c54eb
commit 87371ce934

View file

@ -27,27 +27,33 @@ void main() {
vec2 current_vec = vec2(raw_position.xy - start);
vec2 unit = normalize(gradient_vec);
float coord_offset = dot(unit, current_vec) / length(gradient_vec);
//if a gradient has a start/end stop that is identical, the mesh will have a transparent fill
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
float min_offset = color_stops[1].x;
float max_offset = color_stops[color_stops_size - 1].x;
for (uint i = 0; i < color_stops_size - 2; i += 2) {
vec4 color = color_stops[i];
float offset = color_stops[i+1].x;
vec4 next_color = color_stops[i+2];
float curr_offset = color_stops[i+1].x;
float next_offset = color_stops[i+3].x;
if (offset <= coord_offset && coord_offset <= next_offset) {
fragColor = mix(color, next_color, smoothstep(
offset,
if (coord_offset <= min_offset) {
//current coordinate is before the first defined offset, set it to the start color
fragColor = color_stops[0];
}
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
//current fragment is between the current offset processing & the next one, interpolate colors
fragColor = mix(color_stops[i], color_stops[i+2], smoothstep(
curr_offset,
next_offset,
coord_offset
));
} else if (coord_offset < color_stops[1].x) {
fragColor = color_stops[0];
} else if (coord_offset > color_stops[color_stops_size - 1].x) {
}
if (coord_offset >= max_offset) {
//current coordinate is before the last defined offset, set it to the last color
fragColor = color_stops[color_stops_size - 2];
} else {
//This use case can happen if a gradient's start & end position are the same
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
}
}
}