Fixed an edge case where when gradient start/end are identical the GL fragment shader was not choosing the appropriate color.
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12a87c54eb
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87371ce934
1 changed files with 19 additions and 13 deletions
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@ -27,27 +27,33 @@ void main() {
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vec2 current_vec = vec2(raw_position.xy - start);
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vec2 unit = normalize(gradient_vec);
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float coord_offset = dot(unit, current_vec) / length(gradient_vec);
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//if a gradient has a start/end stop that is identical, the mesh will have a transparent fill
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fragColor = vec4(0.0, 0.0, 0.0, 0.0);
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float min_offset = color_stops[1].x;
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float max_offset = color_stops[color_stops_size - 1].x;
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for (uint i = 0; i < color_stops_size - 2; i += 2) {
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vec4 color = color_stops[i];
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float offset = color_stops[i+1].x;
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vec4 next_color = color_stops[i+2];
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float curr_offset = color_stops[i+1].x;
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float next_offset = color_stops[i+3].x;
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if (offset <= coord_offset && coord_offset <= next_offset) {
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fragColor = mix(color, next_color, smoothstep(
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offset,
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if (coord_offset <= min_offset) {
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//current coordinate is before the first defined offset, set it to the start color
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fragColor = color_stops[0];
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}
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if (curr_offset <= coord_offset && coord_offset <= next_offset) {
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//current fragment is between the current offset processing & the next one, interpolate colors
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fragColor = mix(color_stops[i], color_stops[i+2], smoothstep(
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curr_offset,
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next_offset,
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coord_offset
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));
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} else if (coord_offset < color_stops[1].x) {
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fragColor = color_stops[0];
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} else if (coord_offset > color_stops[color_stops_size - 1].x) {
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}
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if (coord_offset >= max_offset) {
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//current coordinate is before the last defined offset, set it to the last color
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fragColor = color_stops[color_stops_size - 2];
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} else {
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//This use case can happen if a gradient's start & end position are the same
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fragColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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}
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}
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