Move GLSL's current fixed 8-colour gradient system to temporary sampler1D texture generated at runtime.#756
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ninetailedtori wants to merge 2 commits intokarlstav:masterfrom
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…system over to a sampler1D texture for efficient and expandable gradient support in our GLSL shaders. An example conversion is done in bar_spectrum.frag. This is done by temp generation of a gradient colour which is then cleaned up after program doesn't need it any further.
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Working on moving the GLSL shader method itself to generate a temp texture based on the current config structure of setting the gradient_count, then listing the colours as gradient_color_n.
This is then efficiently polled for its 1D coordinate against 0.0–1.0, which then gives us our accurate colour to use in gradient. This works a lot better when using it in shaders as well, but more usefully, allows us to expand the hard-coded 8 colours of gradient to something variable. I welcome any testing on this! Still working on the moving all shaders over, so I can test them all :]