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Diffstat (limited to 'res/effectlib/gradientGetPosition.glsllib')
-rw-r--r-- | res/effectlib/gradientGetPosition.glsllib | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/res/effectlib/gradientGetPosition.glsllib b/res/effectlib/gradientGetPosition.glsllib new file mode 100644 index 0000000..4ceece0 --- /dev/null +++ b/res/effectlib/gradientGetPosition.glsllib @@ -0,0 +1,76 @@ +/**************************************************************************** +** +** 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( 1.0 + ( 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 - 0.5 ), abs( tex.y - 0.5 ) ) ); + case gradient_diagonal : + // gradient is based on the distance from the diagonal + return( sqrt(2.0) * abs( tex.x - tex.y ) ); + case gradient_90_degree : + // Need to check + return( 0.0 ); + case gradient_symmetric_90_degree : + // Need to check + return( 0.0 ); + case gradient_radial : + // Distance from center + return( 2.0 * hypot( tex.x - 0.5, tex.y - 0.5 ) ); + case gradient_360_degree : + // fall through need to check + default : + return( 0.0 ); + } +} |