added gradient shader logic to trapezoids
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@@ -29,20 +29,23 @@ namespace UwU {
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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for (uint16_t y = y0; y < y1; y++) {
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for (uint16_t x = x0; x < x1; x++) {
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buffer.drawPixel(Coord2(x, y), shader.c0);
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buffer.drawPixel(x, y, shader.c0);
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}
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}
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return;
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} else if (shader.shaderType == HGRADIENT) {
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if (x0 > buffer.width || y0 > buffer.height || x1 > buffer.width || y1 > buffer.height) {return;};
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// Precompute gradient LUT
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Color cols[x1 - x0];
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for (uint16_t x = x0; x < x1; x++) {
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cols[x - x0] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x);
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}
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for (uint16_t y = y0; y < y1; y++) {
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for (uint16_t x = x0; x < x1; x++) {
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buffer.drawPixel(Coord2(x, y), cols[x - x0]);
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buffer.drawPixel(x, y, cols[x - x0]);
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}
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}
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return;
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@@ -52,7 +55,7 @@ namespace UwU {
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for (uint16_t y = y0; y < y1; y++) {
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Color c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, y);
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for (uint16_t x = x0; x < x1; x++) {
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buffer.drawPixel(Coord2(x, y), c);
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buffer.drawPixel(x, y, c);
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}
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}
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return;
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