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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <impeller/gradient.glsl>
#include <impeller/texture.glsl>
#include <impeller/types.glsl>
struct ColorPoint {
vec4 color;
float stop;
};
layout(std140) readonly buffer ColorData {
ColorPoint colors[];
}
color_data;
uniform FragInfo {
vec2 center;
float radius;
float tile_mode;
float alpha;
int colors_length;
vec2 focus;
float focus_radius;
}
frag_info;
in vec2 v_position;
out vec4 frag_color;
void main() {
float t =
IPComputeConicalT(frag_info.center, frag_info.radius, frag_info.focus,
frag_info.focus_radius, v_position);
if ((t < 0.0 || t > 1.0) && frag_info.tile_mode == kTileModeDecal) {
frag_color = vec4(0);
return;
}
t = IPFloatTile(t, frag_info.tile_mode);
vec4 result_color = vec4(0);
for (int i = 1; i < frag_info.colors_length; i++) {
ColorPoint prev_point = color_data.colors[i - 1];
ColorPoint current_point = color_data.colors[i];
if (t >= prev_point.stop && t <= current_point.stop) {
float delta = (current_point.stop - prev_point.stop);
if (delta < 0.001) {
result_color = current_point.color;
} else {
float ratio = (t - prev_point.stop) / delta;
result_color = mix(prev_point.color, current_point.color, ratio);
}
break;
}
}
frag_color =
vec4(result_color.xyz * result_color.a, result_color.a) * frag_info.alpha;
}