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-rw-r--r--src/quickshapes/shaders_ng/radialgradient.frag32
1 files changed, 32 insertions, 0 deletions
diff --git a/src/quickshapes/shaders_ng/radialgradient.frag b/src/quickshapes/shaders_ng/radialgradient.frag
new file mode 100644
index 0000000000..411e589295
--- /dev/null
+++ b/src/quickshapes/shaders_ng/radialgradient.frag
@@ -0,0 +1,32 @@
+#version 440
+
+layout(location = 0) in vec2 coord;
+layout(location = 0) out vec4 fragColor;
+
+layout(binding = 1) uniform sampler2D gradTabTexture;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 matrix;
+ vec2 translationPoint;
+ vec2 focalToCenter;
+ float centerRadius;
+ float focalRadius;
+ float opacity;
+} ubuf;
+
+void main()
+{
+ float rd = ubuf.centerRadius - ubuf.focalRadius;
+ float b = 2.0 * (rd * ubuf.focalRadius + dot(coord, ubuf.focalToCenter));
+ float fmp2_m_radius2 = -ubuf.focalToCenter.x * ubuf.focalToCenter.x - ubuf.focalToCenter.y * ubuf.focalToCenter.y + rd * rd;
+ float inverse_2_fmp2_m_radius2 = 1.0 / (2.0 * fmp2_m_radius2);
+ float det = b * b - 4.0 * fmp2_m_radius2 * ((ubuf.focalRadius * ubuf.focalRadius) - dot(coord, coord));
+ vec4 result = vec4(0.0);
+ if (det >= 0.0) {
+ float detSqrt = sqrt(det);
+ float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2);
+ if (ubuf.focalRadius + w * (ubuf.centerRadius - ubuf.focalRadius) >= 0.0)
+ result = texture(gradTabTexture, vec2(w, 0.5)) * ubuf.opacity;
+ }
+ fragColor = result;
+}