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// -*- mode: c -*-
#ifdef GLSL330
out vec4 fragColor;
#else
#define fragColor gl_FragColor
#endif
#ifdef GLSL120
varying vec2 fragPosition;
#else
in vec2 fragPosition;
#endif
#ifdef GLSL120
uniform int mode;
uniform vec4 color;
uniform vec4 endColor;
uniform mat3 gradientMatrix;
uniform vec2 gradientRange;
uniform float radialGradientRatio;
#else
layout (std140) uniform Fill
{
mat4 mvp;
vec4 color;
int mode;
vec4 endColor;
mat3 gradientMatrix;
vec2 gradientRange;
float radialGradientRatio;
};
#endif
vec4 gradientMix(float x) {
float start = gradientRange.x;
float end = gradientRange.y;
float t = clamp((x - start) / (end - start), 0.0, 1.0);
return mix(color, endColor, t);
}
void main(void) {
if (color.a <= 0.0) {
discard;
}
if(mode == 0) { // solid color
fragColor = color;
} else if(mode == 1) { // linear gradient
fragColor = gradientMix(fragPosition.x);
} else if(mode == 2) { // radial gradient
vec2 p = fragPosition * vec2(1.0, radialGradientRatio);
fragColor = gradientMix(length(p));
}
}
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