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06_GradientCheck.fs
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// #SaturdayShader Week 6 : GradientCheck
// by Joseph Fiola (http://www.joefiola.com)
// 2015-09-26
/*{
"CREDIT": "Joseph Fiola",
"DESCRIPTION": "",
"CATEGORIES": [
"Generator", "Gradients", "lines", "Shapes"
],
"INPUTS": [
{
"NAME": "gradient",
"TYPE": "float",
"DEFAULT": 0.0,
"MIN": -1.0,
"MAX": 1.0
},
{
"NAME": "gradientPosition",
"TYPE": "point2D",
"DEFAULT": [
0.5,
0.5
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
},
{
"NAME": "whiteframeTopRight",
"TYPE": "point2D",
"DEFAULT": [
0.8,
0.8
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
},
{
"NAME": "whiteframeBottomLeft",
"TYPE": "point2D",
"DEFAULT": [
0.2,
0.2
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
},
{
"NAME": "blackframeTopRight",
"TYPE": "point2D",
"DEFAULT": [
0.9,
0.9
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
},
{
"NAME": "blackframeBottomLeft",
"TYPE": "point2D",
"DEFAULT": [
0.1,
0.1
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
},
{
"NAME": "checkerframeTopRight",
"TYPE": "point2D",
"DEFAULT": [
0.7,
0.7
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
},
{
"NAME": "checkerframeBottomLeft",
"TYPE": "point2D",
"DEFAULT": [
0.3,
0.3
],
"MIN": [
0.0,
0.0
],
"MAX": [
1.0,
1.0
]
},
{
"NAME": "checkerColorLeft",
"TYPE": "float",
"DEFAULT": 0.8,
"MIN": 0.0,
"MAX": 1.0
},
{
"NAME": "checkerColorRight",
"TYPE": "float",
"DEFAULT": 0.2,
"MIN": 0.0,
"MAX": 1.0
},
{
"NAME": "invert",
"TYPE": "bool",
"DEFAULT": 0.0
}
]
}*/
#ifdef GL_ES
precision mediump float;
#endif
void main(){
vec2 st = gl_FragCoord.xy/RENDERSIZE;
float pct = 0.0;
// draw gradient based on distance
pct = distance(st,vec2(gradientPosition)) + gradient;
//draw inner white frame
//bottom-left
vec2 bl = step(vec2(whiteframeBottomLeft),st);
pct /= bl.x * bl.y;
// top-right
vec2 tr = step(vec2(whiteframeTopRight * -1.0 + 1.0),1.0-st);
pct /= tr.x * tr.y;
//draw black frame
//bottom-left
bl = step(vec2(blackframeBottomLeft),st);
pct *= bl.x * bl.y;
// top-right
tr = step(vec2(blackframeTopRight * -1.0 + 1.0),1.0-st);
pct *= tr.x * tr.y;
//draw checker frame
//bottom-left
bl = step(vec2(checkerframeBottomLeft),st);
bl += checkerColorLeft;
pct *= bl.x * bl.y;
// top-right
tr = step(vec2(checkerframeTopRight * -1.0 + 1.0),1.0-st);
tr += checkerColorRight;
pct *= tr.x * tr.y;
vec3 color = vec3(pct);
// invert colors
if (invert)
{color = vec3(pct *-1.0 + 1.0);}
gl_FragColor = vec4( color, 1.0 );
}