added gradient shader logic to trapezoids
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@@ -101,7 +101,7 @@ namespace UwU {
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for (uint16_t i = 0; i < height; i++) {
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for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) {
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// Helpers::putPixel(buffer, x, i + (uint32_t)top.y, color.r, color.g, color.b, color.a);
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buffer.drawPixel(Coord2(x, i + (uint16_t)top.y), color);
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buffer.drawPixel(x, i + (uint16_t)top.y, color);
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}
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}
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} else {
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@@ -115,7 +115,7 @@ namespace UwU {
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for (uint16_t i = 0; i < height; i++) {
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for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) {
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// Helpers::putPixel(buffer, x, i + (uint32_t)top.y, color.r, color.g, color.b, color.a);
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buffer.drawPixel(Coord2(x, i + (uint16_t)top.y), color);
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buffer.drawPixel(x, i + (uint16_t)top.y, color);
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}
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}
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}
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