"{\n"\
" float t = 0.0;\n"\
" float sqrt_value;\n"\
- " int revserse = 0;\n"\
" t_invalid = 0;\n"\
" \n"\
" vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\
" }\n"\
" \n"\
" if(repeat_type == %d){\n" /* repeat normal*/\
- " while(t > 1.0) \n"\
- " t = t - 1.0; \n"\
- " while(t < 0.0) \n"\
- " t = t + 1.0; \n"\
+ " t = fract(t);\n"\
" }\n"\
" \n"\
" if(repeat_type == %d) {\n" /* repeat reflect*/\
- " while(t > 1.0) {\n"\
- " t = t - 1.0; \n"\
- " if(revserse == 0)\n"\
- " revserse = 1;\n"\
- " else\n"\
- " revserse = 0;\n"\
- " }\n"\
- " while(t < 0.0) {\n"\
- " t = t + 1.0; \n"\
- " if(revserse == 0)\n"\
- " revserse = 1;\n"\
- " else\n"\
- " revserse = 0;\n"\
- " }\n"\
- " if(revserse == 1) {\n"\
- " t = 1.0 - t; \n"\
- " }\n"\
+ " t = abs(fract(t * 0.5 + 0.5) * 2.0 - 1.0);\n"\
" }\n"\
" \n"\
" return t;\n"\
" vec4 stop_color_before;\n"\
" vec4 stop_color_after;\n"\
" float new_alpha; \n"\
- " int revserse = 0;\n"\
" vec4 gradient_color;\n"\
" float percentage; \n"\
" vec3 source_texture_trans = transform_mat * tmp;\n"\
" distance = distance - _p1_distance; \n"\
" \n"\
" if(repeat_type == %d){\n" /* repeat normal*/\
- " while(distance > _pt_distance) \n"\
- " distance = distance - (_pt_distance); \n"\
- " while(distance < 0.0) \n"\
- " distance = distance + (_pt_distance); \n"\
+ " distance = mod(distance, _pt_distance);\n"\
" }\n"\
" \n"\
" if(repeat_type == %d) {\n" /* repeat reflect*/\
- " while(distance > _pt_distance) {\n"\
- " distance = distance - (_pt_distance); \n"\
- " if(revserse == 0)\n"\
- " revserse = 1;\n"\
- " else\n"\
- " revserse = 0;\n"\
- " }\n"\
- " while(distance < 0.0) {\n"\
- " distance = distance + (_pt_distance); \n"\
- " if(revserse == 0)\n"\
- " revserse = 1;\n"\
- " else\n"\
- " revserse = 0;\n"\
- " }\n"\
- " if(revserse == 1) {\n"\
- " distance = (_pt_distance) - distance; \n"\
- " }\n"\
+ " distance = abs(mod(distance + _pt_distance, 2.0 * _pt_distance) - _pt_distance);\n"\
" }\n"\
" \n"\
" len_percentage = distance/(_pt_distance);\n"\