allow 360 degrees of freedom in gradients

This commit is contained in:
vaxerski 2022-11-26 19:37:20 +00:00
parent 493fc00953
commit afe688e6ab
2 changed files with 19 additions and 2 deletions

View File

@ -852,7 +852,7 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad,
glUniform4fv(m_RenderData.pCurrentMonData->m_shBORDER1.gradient, grad.m_vColors.size(), (float*)grad.m_vColors.data());
glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.gradientLength, grad.m_vColors.size());
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.angle, grad.m_fAngle);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.angle, (int)(grad.m_fAngle / (PI / 180.0)) % 360 * (PI / 180.0));
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.alpha, a);
wlr_box transformedBox;

View File

@ -23,7 +23,24 @@ vec4 getColorForCoord(vec2 normalizedCoord) {
if (gradientLength < 2)
return gradient[0];
float sine = sin(angle);
float finalAng = 0.0;
if (angle > 4.71 /* 270 deg */) {
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = 6.28 - angle;
} else if (angle > 3.14 /* 180 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = angle - 3.14;
} else if (angle > 1.57 /* 90 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
finalAng = 3.14 - angle;
} else {
finalAng = angle;
}
float sine = sin(finalAng);
float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradientLength - 1);
int bottom = int(floor(progress));
int top = bottom + 1;