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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.
**
** $QT_END_LICENSE$
**
****************************************************************************/


// calculate the length of the hypotenuse of a right-angle triangle
float hypot( in float x, in float y )
{
  // (sqrt( x * x + y * y )) might over- or underflow
  // see http://en.wikipedia.org/wiki/Hypot for details
  x = abs( x );
  y = abs( y );
  float t = min( x, y );
  x = max( x, y );
  t = t/x;
  return( x * sqrt( 1.0f + ( t * t ) ) );
}

float gradientGetPosition( in int gradientMode, in vec2 xy )
{
  // clamp to [0,1]
  vec2 tex = xy - floor( xy );

  switch( gradientMode )
  {
    case gradient_linear :
      return( tex.x );
    case gradient_squared :
      return( tex.x * tex.x );
    case gradient_box :
      // gradient is based on the distance from the center
      return( max( abs( tex.x - 0.5f ), abs( tex.y - 0.5f ) ) );
    case gradient_diagonal :
      // gradient is based on the distance from the diagonal
      return( sqrt(2.0f) * abs( tex.x - tex.y ) );
    case gradient_90_degree :
      // Need to check
      return( 0.0f );
    case gradient_symmetric_90_degree :
       // Need to check
      return( 0.0f );
    case gradient_radial :
      // Distance from center
      return( 2.0f * hypot( tex.x - 0.5f, tex.y - 0.5f ) );
    case gradient_360_degree :
      // fall through need to check
    default :
      return( 0.0f );
  }
}