diff --git a/src/renderer/gl_engine/tvgGlShaderSrc.cpp b/src/renderer/gl_engine/tvgGlShaderSrc.cpp index c95509c3..2343de3b 100644 --- a/src/renderer/gl_engine/tvgGlShaderSrc.cpp +++ b/src/renderer/gl_engine/tvgGlShaderSrc.cpp @@ -118,8 +118,9 @@ float gradientWrap(float d) } \n } \n \n -vec4 gradient(float t) \n +vec4 gradient(float t, float d, float l) \n { \n + float dist = d * 2.0 / l; \n vec4 col = vec4(0.0); \n int i = 0; \n int count = int(uGradientInfo.nStops[0]); \n @@ -130,6 +131,12 @@ vec4 gradient(float t) else if (t >= gradientStop(count - 1)) \n { \n col = uGradientInfo.stopColors[count - 1]; \n + if (int(uGradientInfo.nStops[2]) == 2 && (1.0 - t) < dist) { \n + float dd = (1.0 - t) / dist; \n + float alpha = dd; \n + col *= alpha; \n + col += uGradientInfo.stopColors[0] * (1. - alpha);\n + } \n } \n else \n { \n @@ -141,6 +148,21 @@ vec4 gradient(float t) { \n col = (uGradientInfo.stopColors[i] * (1. - gradientStep(stopi, stopi1, t))); \n col += (uGradientInfo.stopColors[i + 1] * gradientStep(stopi, stopi1, t)); \n + if (int(uGradientInfo.nStops[2]) == 2 && abs(d) > dist) { \n + if (i == 0 && (t - stopi) < dist) { \n + float dd = (t - stopi) / dist; \n + float alpha = dd; \n + col *= alpha; \n + vec4 nc = uGradientInfo.stopColors[0] * (1.0 - (t - stopi)); \n + nc += uGradientInfo.stopColors[count - 1] * (t - stopi); \n + col += nc * (1.0 - alpha); \n + } else if (i == count - 2 && (1.0 - t) < dist) { \n + float dd = (1.0 - t) / dist; \n + float alpha = dd; \n + col *= alpha; \n + col += (uGradientInfo.stopColors[0]) * (1.0 - alpha); \n + } \n + } \n break; \n } \n } \n @@ -176,11 +198,11 @@ void main() \n vec2 ba = ed - st; \n \n - float t = abs(dot(pos - st, ba) / dot(ba, ba)); \n + float d = abs(dot(pos - st, ba) / dot(ba, ba)); \n \n - t = gradientWrap(t); \n + float t = gradientWrap(d); \n \n - vec4 color = gradient(t); \n + vec4 color = gradient(t, d, length(pos - st)); \n \n FragColor = vec4(color.rgb * color.a, color.a); \n }); @@ -203,11 +225,11 @@ void main() \n float ba = uGradientInfo.radius.x; \n float d = distance(uGradientInfo.centerPos, pos); \n - d = (d / ba); \n + float t = (d / ba); \n \n - float t = gradientWrap(d); \n + t = gradientWrap(t); \n \n - vec4 color = gradient(t); \n + vec4 color = gradient(t, (d / ba), d); \n \n FragColor = vec4(color.rgb * color.a, color.a); \n });