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@lightningtv/renderer

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/* * 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)); } `; }, };