/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ uniform sampler2D sGradients; void main(void) { vec2 cd = vEndCenter - vStartCenter; vec2 pd = vPos - vStartCenter; float rd = vEndRadius - vStartRadius; // Solve for t in length(t * cd - pd) = vStartRadius + t * rd // using a quadratic equation in form of At^2 - 2Bt + C = 0 float A = dot(cd, cd) - rd * rd; float B = dot(pd, cd) + vStartRadius * rd; float C = dot(pd, pd) - vStartRadius * vStartRadius; float x; if (A == 0.0) { // Since A is 0, just solve for -2Bt + C = 0 if (B == 0.0) { discard; } float t = 0.5 * C / B; if (vStartRadius + rd * t >= 0.0) { x = t; } else { discard; } } else { float discr = B * B - A * C; if (discr < 0.0) { discard; } discr = sqrt(discr); float t0 = (B + discr) / A; float t1 = (B - discr) / A; if (vStartRadius + rd * t0 >= 0.0) { x = t0; } else if (vStartRadius + rd * t1 >= 0.0) { x = t1; } else { discard; } } vec2 texture_size = vec2(textureSize(sGradients, 0)); // Either saturate or modulo the offset depending on repeat mode, then scale to number of // gradient color entries (texture width / 2). x = mix(clamp(x, 0.0, 1.0), fract(x), vGradientRepeat) * 0.5 * texture_size.x; // Start at the center of first color in the nearest 2-color entry, then offset with the // fractional remainder to interpolate between the colors. Rely on texture clamping when // outside of valid range. x = 2.0 * floor(x) + 0.5 + fract(x); // Normalize the texture coordates so we can use texture() for bilinear filtering. oFragColor = texture(sGradients, vec2(x, vGradientIndex) / texture_size); }