#define SHADER_NAME GRADIENT_FS
#define SRGB_TO_LINEAR(c) pow((c), vec3(2.2))
#define LINEAR_TO_SRGB(c) pow((c), vec3(1.0 / 2.2))
#define SRGB(r, g, b) SRGB_TO_LINEAR(vec3(float(r), float(g), float(b)) / 255.0)

precision mediump float;

uniform sampler2D uMainSampler;

uniform vec2 positionFrom;
uniform vec2 positionTo;
uniform vec3 color1;
uniform vec3 color2;
uniform float alpha;
uniform int size;

varying vec2 outTexCoord;

float gradientNoise(in vec2 uv)
{
    const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
    return fract(magic.z * fract(dot(uv, magic.xy)));
}

float stepped (in float s, in float scale, in int steps)
{
    return steps > 0 ? floor( s / ((1.0 * scale) / float(steps))) * 1.0 / float(steps - 1) : s;
}

void main ()
{
    vec2 a = positionFrom;
    vec2 b = positionTo;
    vec2 ba = b - a;

    float d = dot(outTexCoord - a, ba) / dot(ba, ba);
    float t = size > 0 ? stepped(d, 1.0, size) : d;

    t = smoothstep(0.0, 1.0, clamp(t, 0.0, 1.0));

    vec3 color = mix(SRGB(color1.r, color1.g, color1.b), SRGB(color2.r, color2.g, color2.b), t);

    color = LINEAR_TO_SRGB(color);
    color += (1.0 / 255.0) * gradientNoise(outTexCoord) - (0.5 / 255.0);

    vec4 texture = texture2D(uMainSampler, outTexCoord);

    gl_FragColor = vec4(mix(color.rgb, texture.rgb, alpha), 1.0) * texture.a;
}
