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/*
* Copyright (c) 2007 Adrian Page <adrian@pagenet.plus.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
uniform sampler1D gradientColors;
uniform vec2 gradientVectorStart;
uniform float gradientVectorAngle;
const float PI = 3.1415926535;
void main(void)
{
vec2 p = gl_TexCoord[0].st - gradientVectorStart;
float angle = atan(p.y, p.x) + PI;
angle -= gradientVectorAngle;
if (angle < 0.0) {
angle += 2.0 * PI;
}
float t = angle / (2.0 * PI);
gl_FragColor = texture1D(gradientColors, t);
}