summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorDavid Thompson <dthompson2@worcester.edu>2021-09-08 07:38:07 -0400
committerDavid Thompson <dthompson2@worcester.edu>2021-09-08 07:38:07 -0400
commit0c4a79dd8da6f002220533281abc3d45ebfd391d (patch)
tree08805c556fb4c8d6b9d80ab6206c3b1b30b68e39
parent64869baaa000acc35a63862172d56cd5c65db573 (diff)
graphics: path: Move gradient matrix multiplication to vertex shader.
*Much* cheaper to do this per-vertex than per-fragment.
-rw-r--r--data/shaders/path-fill-frag.glsl8
-rw-r--r--data/shaders/path-fill-vert.glsl3
2 files changed, 5 insertions, 6 deletions
diff --git a/data/shaders/path-fill-frag.glsl b/data/shaders/path-fill-frag.glsl
index e336e76..ba9c5a6 100644
--- a/data/shaders/path-fill-frag.glsl
+++ b/data/shaders/path-fill-frag.glsl
@@ -15,7 +15,6 @@ in vec2 fragPosition;
uniform int mode;
uniform vec4 color;
uniform vec4 endColor;
-uniform mat3 gradientMatrix;
uniform vec2 gradientRange;
uniform float radialGradientRatio;
@@ -34,10 +33,9 @@ void main(void) {
if(mode == 0) { // solid color
fragColor = color;
} else if(mode == 1) { // linear gradient
- float x = (gradientMatrix * vec3(fragPosition, 1.0)).x;
- fragColor = gradientMix(x);
+ fragColor = gradientMix(fragPosition.x);
} else if(mode == 2) { // radial gradient
- vec2 p = (gradientMatrix * vec3(fragPosition, 1.0)).xy;
- fragColor = gradientMix(length(p * vec2(1.0, radialGradientRatio)));
+ vec2 p = fragPosition * vec2(1.0, radialGradientRatio);
+ fragColor = gradientMix(length(p));
}
}
diff --git a/data/shaders/path-fill-vert.glsl b/data/shaders/path-fill-vert.glsl
index 1752978..d66bb14 100644
--- a/data/shaders/path-fill-vert.glsl
+++ b/data/shaders/path-fill-vert.glsl
@@ -16,6 +16,7 @@ out vec2 fragPosition;
uniform mat4 mvp;
uniform vec4 color;
+uniform mat3 gradientMatrix;
void main(void) {
// Short-circuit because the fragments will just be discarded
@@ -23,7 +24,7 @@ void main(void) {
if (color.a <= 0.0) {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
} else {
- fragPosition = position;
+ fragPosition = (gradientMatrix * vec3(position, 1.0)).xy;
gl_Position = mvp * vec4(position, 0.0, 1.0);
}
}