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Name
Size
Permission
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basicFragmentShader.glsl
773
B
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basicVertexShader.glsl
3.51
KB
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dissolveFragmentShader.glsl
1.71
KB
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dummyVertexShader.glsl
525
B
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fadeBlackFragmentShader.glsl
989
B
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fadeFragmentShader.glsl
778
B
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glitterFragmentShader.glsl
1.01
KB
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glitterVertexShader.glsl
4.49
KB
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honeycombFragmentShader.glsl
3.41
KB
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honeycombGeometryShader.glsl
2.73
KB
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honeycombVertexShader.glsl
4.13
KB
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linearMultiColorGradientFragmentShader.glsl
1.3
KB
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linearTwoColorGradientFragmentShader.glsl
725
B
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radialMultiColorGradientFragmentShader.glsl
1.41
KB
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radialTwoColorGradientFragmentShader.glsl
802
B
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rectangularMultiColorGradientFragmentShader.glsl
1.3
KB
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rectangularTwoColorGradientFragmentShader.glsl
732
B
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reflectionFragmentShader.glsl
1.03
KB
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reflectionVertexShader.glsl
2.72
KB
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rippleFragmentShader.glsl
1.92
KB
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staticFragmentShader.glsl
2.36
KB
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vortexFragmentShader.glsl
2.07
KB
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vortexGeometryShader.glsl
3.01
KB
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vortexVertexShader.glsl
4.89
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Code Editor : rectangularMultiColorGradientFragmentShader.glsl
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #version 120 uniform int i_nColors; uniform sampler1D t_colorArray4d; uniform sampler1D t_stopArray1d; uniform mat3x2 m_transform; varying vec2 v_textureCoords2d; int max(int x, int y) { if(x > y) return x; return y; } int findBucket(float t) { int nMinBucket=0; while( nMinBucket < i_nColors && texture1D(t_stopArray1d, nMinBucket).s < t ) ++nMinBucket; return max(nMinBucket-1,0); } void main(void) { vec2 v = abs( vec2(m_transform * vec3(v_textureCoords2d,1)) ); float fAlpha = 1 - max(v.x, v.y); int nMinBucket=findBucket( fAlpha ); float fLerp = (fAlpha-texture1D(t_stopArray1d, nMinBucket).s) / (texture1D(t_stopArray1d, nMinBucket+1).s - texture1D(t_stopArray1d, nMinBucket).s); gl_FragColor = mix(texture1D(t_colorArray4d, nMinBucket), texture1D(t_colorArray4d, nMinBucket+1), fLerp); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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