feat: add gradient mesh line
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uniform vec3 colorStart;
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uniform vec3 colorEnd;
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uniform float useDash;
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uniform float dashArray;
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uniform float dashOffset;
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uniform float dashRatio;
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uniform sampler2D alphaMap;
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uniform float useAlphaMap;
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varying vec2 vUV;
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varying vec4 vColor;
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varying float vCounters;
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vec4 CustomLinearTosRGB( in vec4 value ) {
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return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
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}
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void main() {
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vec4 c = mix(vec4(colorStart,1.0),vec4(colorEnd, 1.0), vCounters);
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if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV ).r;
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if( useDash == 1. ){
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c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));
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}
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gl_FragColor = CustomLinearTosRGB(c);
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}
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