implemented H and V GradientShaders
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@@ -8,21 +8,22 @@
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#include "shaderbase.cpp"
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namespace UwU {
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class HGradienthader : public ShaderBase<HGradientShader> {
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class HGradientShader : public ShaderBase<HGradientShader> {
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public:
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HGradientShader(uint16_t u0, uint16_t u1, Color c0, Color c1) {
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this->u0;
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this->u0 = (uint32_t)u0;
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this->uScale = 0xffffffff / (1 + (uint32_t)u1 - (uint32_t)u0);
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this->c0 = c0;
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this->c1 = c1;
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}
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uint16_t u0;
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uint16_t uScale;
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uint32_t u0;
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uint32_t uScale;
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Color c0;
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Color c1;
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Color shade(uint16_t u, uint16_t u) {
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uint32_t t = (((uint32_t)u - (uint32_t)u0) * uScale) / 0x01000000;
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Color shade(uint16_t u, uint16_t v) {
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(void)v;
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uint32_t t = (((uint32_t)u - u0) * uScale) / 0x01000000;
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return Helpers::lerpColor(c0, c1, (uint8_t)t);
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}
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};
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+2
-2
@@ -1,4 +1,4 @@
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#include "shaderbase.cpp"
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#include "colorshader.cpp"
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// #include "hgradientshader.cpp"
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// #include "vgradientshader.cpp"
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#include "hgradientshader.cpp"
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#include "vgradientshader.cpp"
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@@ -8,21 +8,22 @@
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#include "shaderbase.cpp"
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namespace UwU {
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class VGradienthader : public ShaderBase<VGradientShader> {
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class VGradientShader : public ShaderBase<VGradientShader> {
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public:
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VGradientShader(uint16_t v0, uint16_t v1, Color c0, Color c1) {
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this->v0;
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this->v0 = (uint32_t)v0;
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this->vScale = 0xffffffff / (1 + (uint32_t)v1 - (uint32_t)v0);
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this->c0 = c0;
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this->c1 = c1;
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}
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uint16_t v0;
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uint16_t vScale;
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uint32_t v0;
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uint32_t vScale;
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Color c0;
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Color c1;
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Color shade(uint16_t u, uint16_t u) {
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uint32_t t = (((uint32_t)v - (uint32_t)v0) * vScale) / 0x01000000;
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Color shade(uint16_t u, uint16_t v) {
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(void)u;
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uint32_t t = (((uint32_t)v - v0) * vScale) / 0x01000000;
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return Helpers::lerpColor(c0, c1, (uint8_t)t);
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}
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};
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