@lightningtv/renderer
Version:
Lightning 3 Renderer
82 lines (72 loc) • 2.92 kB
text/typescript
/*
* Copyright 2023 Comcast Cable Communications Management, LLC
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-License-Identifier: Apache-2.0
*/
import { getNormalizedRgbaComponents } from '../../lib/utils.js';
import {
LinearGradientTemplate,
type LinearGradientProps,
} from '../templates/LinearGradientTemplate.js';
import { genGradientColors } from '../../renderers/webgl/internal/ShaderUtils.js';
import type { WebGlRenderer } from '../../renderers/webgl/WebGlRenderer.js';
import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js';
export const LinearGradient: WebGlShaderType<LinearGradientProps> = {
props: LinearGradientTemplate.props,
update() {
this.uniform1f('u_angle', this.props!.angle - (Math.PI / 180) * 90);
this.uniform1fv('u_stops', new Float32Array(this.props!.stops));
const colors: number[] = [];
for (let i = 0; i < this.props!.colors.length; i++) {
const norm = getNormalizedRgbaComponents(this.props!.colors[i]!);
colors.push(norm[0], norm[1], norm[2], norm[3]);
}
this.uniform4fv('u_colors', new Float32Array(colors));
},
getCacheMarkers(props: LinearGradientProps) {
return `colors:${props.colors.length}`;
},
fragment(renderer: WebGlRenderer, props: LinearGradientProps) {
return `
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
# else
precision mediump float;
# endif
#define PI 3.14159265359
uniform float u_alpha;
uniform vec2 u_dimensions;
uniform sampler2D u_texture;
uniform float u_angle;
uniform float u_stops[${props.stops.length}];
uniform vec4 u_colors[${props.colors.length}];
varying vec4 v_color;
varying vec2 v_textureCoords;
vec2 calcPoint(float d, float angle) {
return d * vec2(cos(angle), sin(angle)) + (u_dimensions * 0.5);
}
void main() {
vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
float a = u_angle;
float lineDist = abs(u_dimensions.x * cos(a)) + abs(u_dimensions.y * sin(a));
vec2 f = calcPoint(lineDist * 0.5, a);
vec2 t = calcPoint(lineDist * 0.5, a + PI);
vec2 gradVec = t - f;
float dist = dot(v_textureCoords.xy * u_dimensions - f, gradVec) / dot(gradVec, gradVec);
${genGradientColors(props.stops.length)}
gl_FragColor = mix(color, colorOut, clamp(colorOut.a, 0.0, 1.0));
}
`;
},
};