29 lines
503 B
GLSL
29 lines
503 B
GLSL
#version 150
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// Inputs
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uniform int orientation;
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uniform vec3 color_a;
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uniform vec3 color_b;
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// Standard inputs
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uniform vec2 ove_resolution;
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in vec2 ove_texcoord;
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out vec4 fragColor;
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void main(void) {
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float t;
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// This very roughly conforms to Qt::Orientation
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if (orientation == 1) {
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// Horizontal orientation
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t = ove_texcoord.x;
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} else {
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// Vertical orientation
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t = 1.0 - ove_texcoord.y;
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}
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fragColor = vec4(mix(color_a, color_b, t), 1.0);
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}
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