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/****************************************************************************
**
** Copyright (C) 2014 NVIDIA Corporation.
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

float gradientInterpolate( in int interpolationMode, in float value )
{
  switch( interpolationMode )
  {
    case gradient_interpolation_linear :
      return( value );
    case gradient_interpolation_off :
      return( 0.0 );
    case gradient_interpolation_ease_in :
      return( 1.0 - pow( 1.0 - value, 2.0/3.0 ) );
    case gradient_interpolation_ease_out :
      return( pow( value, 2.0/3.0 ) );
    case gradient_interpolation_ease_in_out :
      return( ( value <= 0.5 )
            ? 0.5 * pow( 2.0 * value, 2.0/3.0 )
            : 0.5 + 0.5 * ( 1.0 - pow( 2.0 * ( 1.0 - value ), 2.0/3.0 ) ) );
    default:
      return( value );  // default is linear
  }
}

texture_return gradient3Recolor( in float gradientPositions[3], in vec3 gradientColors[3], in int interpolationModes[3], in int monoSource, in float distortion, in float position )
{
  texture_return tr;
  float pos = position + distortion;
  if ( pos <= gradientPositions[0] )
  {
    tr.tint = gradientColors[0];
  }
  else if ( pos >= gradientPositions[2] )
  {
    tr.tint = gradientColors[2];
  }
  else
  {
    int index = ( position < gradientPositions[1] ) ? 0 : 1;
    float relPos = gradientInterpolate( interpolationModes[index], ( pos - gradientPositions[index] ) / ( gradientPositions[index+1] - gradientPositions[index] ) );
    tr.tint = mix( gradientColors[index], gradientColors[index+1], relPos );
  }
  tr.mono = 0.0;
  return( tr );
}