radial_gradient is now actually working.
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@@ -86,6 +86,7 @@ namespace Progrart.Core.JSExecution
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var sy = (float)jsObject.Get("Center").Get("y").AsNumber();
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var sy = (float)jsObject.Get("Center").Get("y").AsNumber();
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var s = context.TranslatePoint(sx, sy);
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var s = context.TranslatePoint(sx, sy);
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var radius = (float)jsObject.Get("Radius").AsNumber();
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var radius = (float)jsObject.Get("Radius").AsNumber();
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radius = context.TranslateSize(radius);
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SKColor C0 = SKColors.Black;
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SKColor C0 = SKColors.Black;
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SKColor C1 = SKColors.White;
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SKColor C1 = SKColors.White;
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float p0 = 0;
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float p0 = 0;
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@@ -62,6 +62,7 @@ namespace Progrart.Core.JSExecution
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public static JsObject radial_gradient(Engine engine)
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public static JsObject radial_gradient(Engine engine)
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{
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{
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var obj = new JsObject(engine);
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var obj = new JsObject(engine);
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obj.Set("Radius", 1);
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{
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{
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JsObject point = new JsObject(engine);
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JsObject point = new JsObject(engine);
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@@ -79,7 +80,7 @@ namespace Progrart.Core.JSExecution
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{
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{
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obj.Set("Positions", new JsArray(engine, new[] { new JsNumber(0), new JsNumber(1) }));
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obj.Set("Positions", new JsArray(engine, new[] { new JsNumber(0), new JsNumber(1) }));
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}
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}
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obj.Set("TileMode", $"{SKShaderTileMode.Repeat}");
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obj.Set("TileMode", $"{SKShaderTileMode.Clamp}");
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obj.Set("Type", $"{ShaderType.RadialGradient}");
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obj.Set("Type", $"{ShaderType.RadialGradient}");
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return obj;
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return obj;
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}
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}
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