qskinny/src/nodes/shaders/gradientconic.frag

25 lines
535 B
GLSL

uniform sampler2D colorRamp;
uniform lowp float opacity;
uniform highp float start;
uniform highp float span;
varying highp vec2 coord;
lowp vec4 colorAt( highp float value )
{
return texture2D( colorRamp, vec2( value, 0.0 ) );
}
void main()
{
/*
angles as ratio of a rotation:
start: [ 0.0, 1.0 [
span: ] -1.0, 1.0 [
*/
highp float v = sign( span ) * ( atan( -coord.y, coord.x ) / 6.2831853 - start );
gl_FragColor = colorAt( ( v - floor( v ) ) / abs( span ) ) * opacity;
}