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-rw-r--r--res/effectlib/gradient3Recolor.glsllib73
1 files changed, 73 insertions, 0 deletions
diff --git a/res/effectlib/gradient3Recolor.glsllib b/res/effectlib/gradient3Recolor.glsllib
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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 );
+}
+