/**************************************************************************** ** ** 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 ); } }