Tess Renderer: compute gradient F in vertex shader.

Compute gradient F in vertex shader as discussed on Slack with @csmartdalton

Diffs=
d4d6067a3 Fix radial gradient interpolation
14026d5dc Compute gradient F in vertex shader.
diff --git a/.rive_head b/.rive_head
index 900be39..eba037c 100644
--- a/.rive_head
+++ b/.rive_head
@@ -1 +1 @@
-19578d2097615090bbda3f214549bc41bbc391f9
+d4d6067a3b7f5c0dd7bb33286f8c49cf7c15159c
diff --git a/tess/src/sokol/generated/shader.h b/tess/src/sokol/generated/shader.h
index 18d0f0c..0e8d740 100644
--- a/tess/src/sokol/generated/shader.h
+++ b/tess/src/sokol/generated/shader.h
@@ -78,6 +78,9 @@
 
         vs_path_params_t vs_path_params = {
             .mvp = ...;
+            .fillType = ...;
+            .gradientStart = ...;
+            .gradientEnd = ...;
         };
         sg_apply_uniforms(SG_SHADERSTAGE_[VS|FS], SLOT_vs_path_params, &SG_RANGE(vs_path_params));
 
@@ -87,8 +90,6 @@
             .fillType = ...;
             .colors = ...;
             .stops = ...;
-            .gradientStart = ...;
-            .gradientEnd = ...;
             .stopCount = ...;
         };
         sg_apply_uniforms(SG_SHADERSTAGE_[VS|FS], SLOT_fs_path_uniforms, &SG_RANGE(fs_path_uniforms));
@@ -119,6 +120,11 @@
 #pragma pack(push,1)
 SOKOL_SHDC_ALIGN(16) typedef struct vs_path_params_t {
     rive::Mat4 mvp;
+    int fillType;
+    uint8_t _pad_68[4];
+    rive::Vec2D gradientStart;
+    rive::Vec2D gradientEnd;
+    uint8_t _pad_88[8];
 } vs_path_params_t;
 #pragma pack(pop)
 #define SLOT_fs_path_uniforms (0)
@@ -128,10 +134,8 @@
     uint8_t _pad_4[12];
     float colors[16][4];
     float stops[4][4];
-    rive::Vec2D gradientStart;
-    rive::Vec2D gradientEnd;
     int stopCount;
-    uint8_t _pad_356[12];
+    uint8_t _pad_340[12];
 } fs_path_uniforms_t;
 #pragma pack(pop)
 /*
@@ -199,35 +203,85 @@
 /*
     #version 330
     
-    uniform vec4 vs_path_params[4];
-    out vec2 pos;
+    struct vs_path_params
+    {
+        mat4 mvp;
+        int fillType;
+        vec2 gradientStart;
+        vec2 gradientEnd;
+    };
+    
+    uniform vs_path_params _22;
+    
     layout(location = 0) in vec2 position;
+    out vec2 gradient_uv;
     
     void main()
     {
-        pos = position;
-        gl_Position = mat4(vs_path_params[0], vs_path_params[1], vs_path_params[2], vs_path_params[3]) * vec4(position, 0.0, 1.0);
+        gl_Position = _22.mvp * vec4(position, 0.0, 1.0);
+        if (_22.fillType == 1)
+        {
+            vec2 _54 = _22.gradientEnd - _22.gradientStart;
+            float _59 = _54.x;
+            float _64 = _54.y;
+            gradient_uv.x = dot(position - _22.gradientStart, _54) / ((_59 * _59) + (_64 * _64));
+        }
+        else
+        {
+            if (_22.fillType == 2)
+            {
+                gradient_uv = (position - _22.gradientStart) / vec2(distance(_22.gradientStart, _22.gradientEnd));
+            }
+        }
     }
     
 */
-static const char vs_path_source_glsl330[265] = {
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+static const char vs_path_source_glsl330[709] = {
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 };
 /*
     #version 330
@@ -237,128 +291,107 @@
         int fillType;
         vec4 colors[16];
         vec4 stops[4];
-        vec2 gradientStart;
-        vec2 gradientEnd;
         int stopCount;
     };
     
-    uniform fs_path_uniforms _19;
+    uniform fs_path_uniforms _18;
     
     layout(location = 0) out vec4 frag_color;
-    in vec2 pos;
+    in vec2 gradient_uv;
     
     void main()
     {
-        if (_19.fillType == 0)
+        if (_18.fillType == 0)
         {
-            frag_color = _19.colors[0];
+            frag_color = _18.colors[0];
         }
         else
         {
-            float f;
-            if (_19.fillType == 1)
+            float _39;
+            if (_18.fillType == 1)
             {
-                vec2 _49 = _19.gradientEnd - _19.gradientStart;
-                float _54 = _49.x;
-                float _60 = _49.y;
-                f = dot(pos - _19.gradientStart, _49) / ((_54 * _54) + (_60 * _60));
+                _39 = gradient_uv.x;
             }
             else
             {
-                f = distance(_19.gradientStart, pos) / distance(_19.gradientStart, _19.gradientEnd);
+                _39 = length(gradient_uv);
             }
-            vec4 color = mix(_19.colors[0], _19.colors[1], vec4(smoothstep(_19.stops[0].x, _19.stops[0].y, f)));
+            vec4 color = mix(_18.colors[0], _18.colors[1], vec4(smoothstep(_18.stops[0].x, _18.stops[0].y, _39)));
             for (int i = 1; i < 15; i++)
             {
-                if (i >= (_19.stopCount - 1))
+                if (i >= (_18.stopCount - 1))
                 {
                     break;
                 }
-                int _124 = i + 1;
-                color = mix(color, _19.colors[_124], vec4(smoothstep(_19.stops[i / 4][i % 4], _19.stops[_124 / 4][_124 % 4], f)));
+                int _91 = i + 1;
+                color = mix(color, _18.colors[_91], vec4(smoothstep(_18.stops[i / 4][i % 4], _18.stops[_91 / 4][_91 % 4], _39)));
             }
             frag_color = color;
         }
     }
     
 */
-static const char fs_path_source_glsl330[1213] = {
+static const char fs_path_source_glsl330[949] = {
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 };
 /*
     cbuffer vs_params : register(b0)
@@ -538,13 +571,16 @@
 /*
     cbuffer vs_path_params : register(b0)
     {
-        row_major float4x4 _27_mvp : packoffset(c0);
+        row_major float4x4 _22_mvp : packoffset(c0);
+        int _22_fillType : packoffset(c4);
+        float2 _22_gradientStart : packoffset(c4.z);
+        float2 _22_gradientEnd : packoffset(c5);
     };
     
     
     static float4 gl_Position;
-    static float2 pos;
     static float2 position;
+    static float2 gradient_uv;
     
     struct SPIRV_Cross_Input
     {
@@ -553,17 +589,35 @@
     
     struct SPIRV_Cross_Output
     {
-        float2 pos : TEXCOORD0;
+        float2 gradient_uv : TEXCOORD0;
         float4 gl_Position : SV_Position;
     };
     
-    #line 14 "../src/sokol/shader.glsl"
+    #line 17 "../src/sokol/shader.glsl"
     void vert_main()
     {
-    #line 14 "../src/sokol/shader.glsl"
-        pos = position;
-    #line 15 "../src/sokol/shader.glsl"
-        gl_Position = mul(float4(position, 0.0f, 1.0f), _27_mvp);
+    #line 17 "../src/sokol/shader.glsl"
+        gl_Position = mul(float4(position, 0.0f, 1.0f), _22_mvp);
+    #line 19 "../src/sokol/shader.glsl"
+        if (_22_fillType == 1)
+        {
+    #line 21 "../src/sokol/shader.glsl"
+            float2 _54 = _22_gradientEnd - _22_gradientStart;
+    #line 22 "../src/sokol/shader.glsl"
+            float _59 = _54.x;
+            float _64 = _54.y;
+    #line 23 "../src/sokol/shader.glsl"
+            gradient_uv.x = dot(position - _22_gradientStart, _54) / ((_59 * _59) + (_64 * _64));
+        }
+        else
+        {
+    #line 25 "../src/sokol/shader.glsl"
+            if (_22_fillType == 2)
+            {
+    #line 27 "../src/sokol/shader.glsl"
+                gradient_uv = (position - _22_gradientStart) / distance(_22_gradientStart, _22_gradientEnd).xx;
+            }
+        }
     }
     
     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
@@ -572,80 +626,125 @@
         vert_main();
         SPIRV_Cross_Output stage_output;
         stage_output.gl_Position = gl_Position;
-        stage_output.pos = pos;
+        stage_output.gradient_uv = gradient_uv;
         return stage_output;
     }
 */
-static const char vs_path_source_hlsl5[787] = {
+static const char vs_path_source_hlsl5[1537] = {
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+    0x00,
 };
 /*
     cbuffer fs_path_uniforms : register(b0)
     {
-        int _19_fillType : packoffset(c0);
-        float4 _19_colors[16] : packoffset(c1);
-        float4 _19_stops[4] : packoffset(c17);
-        float2 _19_gradientStart : packoffset(c21);
-        float2 _19_gradientEnd : packoffset(c21.z);
-        int _19_stopCount : packoffset(c22);
+        int _18_fillType : packoffset(c0);
+        float4 _18_colors[16] : packoffset(c1);
+        float4 _18_stops[4] : packoffset(c17);
+        int _18_stopCount : packoffset(c21);
     };
     
     
     static float4 frag_color;
-    static float2 pos;
+    static float2 gradient_uv;
     
     struct SPIRV_Cross_Input
     {
-        float2 pos : TEXCOORD0;
+        float2 gradient_uv : TEXCOORD0;
     };
     
     struct SPIRV_Cross_Output
@@ -653,213 +752,178 @@
         float4 frag_color : SV_Target0;
     };
     
-    #line 20 "../src/sokol/shader.glsl"
+    #line 18 "../src/sokol/shader.glsl"
     void frag_main()
     {
-    #line 20 "../src/sokol/shader.glsl"
-        if (_19_fillType == 0)
+    #line 18 "../src/sokol/shader.glsl"
+        if (_18_fillType == 0)
         {
-    #line 22 "../src/sokol/shader.glsl"
-            frag_color = _19_colors[0];
+    #line 20 "../src/sokol/shader.glsl"
+            frag_color = _18_colors[0];
         }
         else
         {
-    #line 26 "../src/sokol/shader.glsl"
-            float f;
-            if (_19_fillType == 1)
+    #line 23 "../src/sokol/shader.glsl"
+            float _39;
+            if (_18_fillType == 1)
             {
-    #line 28 "../src/sokol/shader.glsl"
-                float2 _49 = _19_gradientEnd - _19_gradientStart;
-    #line 29 "../src/sokol/shader.glsl"
-                float _54 = _49.x;
-                float _60 = _49.y;
-    #line 30 "../src/sokol/shader.glsl"
-                f = dot(pos - _19_gradientStart, _49) / ((_54 * _54) + (_60 * _60));
+                _39 = gradient_uv.x;
             }
             else
             {
-    #line 34 "../src/sokol/shader.glsl"
-                f = distance(_19_gradientStart, pos) / distance(_19_gradientStart, _19_gradientEnd);
+                _39 = length(gradient_uv);
             }
-    #line 37 "../src/sokol/shader.glsl"
-    #line 38 "../src/sokol/shader.glsl"
-            float4 color = lerp(_19_colors[0], _19_colors[1], smoothstep(_19_stops[0].x, _19_stops[0].y, f).xxxx);
-    #line 39 "../src/sokol/shader.glsl"
+    #line 24 "../src/sokol/shader.glsl"
+    #line 25 "../src/sokol/shader.glsl"
+            float4 color = lerp(_18_colors[0], _18_colors[1], smoothstep(_18_stops[0].x, _18_stops[0].y, _39).xxxx);
+    #line 26 "../src/sokol/shader.glsl"
             for (int i = 1; i < 15; i++)
             {
-    #line 41 "../src/sokol/shader.glsl"
-                if (i >= (_19_stopCount - 1))
+    #line 28 "../src/sokol/shader.glsl"
+                if (i >= (_18_stopCount - 1))
                 {
-    #line 43 "../src/sokol/shader.glsl"
+    #line 30 "../src/sokol/shader.glsl"
                     break;
                 }
-    #line 46 "../src/sokol/shader.glsl"
-    #line 48 "../src/sokol/shader.glsl"
-    #line 47 "../src/sokol/shader.glsl"
-                int _124 = i + 1;
-    #line 48 "../src/sokol/shader.glsl"
-                color = lerp(color, _19_colors[_124], smoothstep(_19_stops[i / 4][i % 4], _19_stops[_124 / 4][_124 % 4], f).xxxx);
+    #line 33 "../src/sokol/shader.glsl"
+    #line 35 "../src/sokol/shader.glsl"
+    #line 34 "../src/sokol/shader.glsl"
+                int _91 = i + 1;
+    #line 35 "../src/sokol/shader.glsl"
+                color = lerp(color, _18_colors[_91], smoothstep(_18_stops[i / 4][i % 4], _18_stops[_91 / 4][_91 % 4], _39).xxxx);
             }
-    #line 50 "../src/sokol/shader.glsl"
+    #line 37 "../src/sokol/shader.glsl"
             frag_color = color;
         }
     }
     
     SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
     {
-        pos = stage_input.pos;
+        gradient_uv = stage_input.gradient_uv;
         frag_main();
         SPIRV_Cross_Output stage_output;
         stage_output.frag_color = frag_color;
         return stage_output;
     }
 */
-static const char fs_path_source_hlsl5[2306] = {
+static const char fs_path_source_hlsl5[1870] = {
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 };
 /*
     #include <metal_stdlib>
@@ -1006,11 +1070,14 @@
     struct vs_path_params
     {
         float4x4 mvp;
+        int fillType;
+        float2 gradientStart;
+        float2 gradientEnd;
     };
     
     struct main0_out
     {
-        float2 pos [[user(locn0)]];
+        float2 gradient_uv [[user(locn0)]];
         float4 gl_Position [[position]];
     };
     
@@ -1019,19 +1086,37 @@
         float2 position [[attribute(0)]];
     };
     
-    #line 14 "../src/sokol/shader.glsl"
-    vertex main0_out main0(main0_in in [[stage_in]], constant vs_path_params& _27 [[buffer(0)]])
+    #line 17 "../src/sokol/shader.glsl"
+    vertex main0_out main0(main0_in in [[stage_in]], constant vs_path_params& _22 [[buffer(0)]])
     {
         main0_out out = {};
-    #line 14 "../src/sokol/shader.glsl"
-        out.pos = in.position;
-    #line 15 "../src/sokol/shader.glsl"
-        out.gl_Position = _27.mvp * float4(in.position, 0.0, 1.0);
+    #line 17 "../src/sokol/shader.glsl"
+        out.gl_Position = _22.mvp * float4(in.position, 0.0, 1.0);
+    #line 19 "../src/sokol/shader.glsl"
+        if (_22.fillType == 1)
+        {
+    #line 21 "../src/sokol/shader.glsl"
+            float2 _54 = _22.gradientEnd - _22.gradientStart;
+    #line 22 "../src/sokol/shader.glsl"
+            float _59 = _54.x;
+            float _64 = _54.y;
+    #line 23 "../src/sokol/shader.glsl"
+            out.gradient_uv.x = dot(in.position - _22.gradientStart, _54) / ((_59 * _59) + (_64 * _64));
+        }
+        else
+        {
+    #line 25 "../src/sokol/shader.glsl"
+            if (_22.fillType == 2)
+            {
+    #line 27 "../src/sokol/shader.glsl"
+                out.gradient_uv = (in.position - _22.gradientStart) / float2(distance(_22.gradientStart, _22.gradientEnd));
+            }
+        }
         return out;
     }
     
 */
-static const char vs_path_source_metal_macos[607] = {
+static const char vs_path_source_metal_macos[1280] = {
     0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
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@@ -1039,37 +1124,80 @@
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+
 };
 /*
     #include <metal_stdlib>
@@ -1082,8 +1210,6 @@
         int fillType;
         float4 colors[16];
         float4 stops[4];
-        float2 gradientStart;
-        float2 gradientEnd;
         int stopCount;
     };
     
@@ -1094,65 +1220,58 @@
     
     struct main0_in
     {
-        float2 pos [[user(locn0)]];
+        float2 gradient_uv [[user(locn0)]];
     };
     
-    #line 20 "../src/sokol/shader.glsl"
-    fragment main0_out main0(main0_in in [[stage_in]], constant fs_path_uniforms& _19 [[buffer(0)]])
+    #line 18 "../src/sokol/shader.glsl"
+    fragment main0_out main0(main0_in in [[stage_in]], constant fs_path_uniforms& _18 [[buffer(0)]])
     {
         main0_out out = {};
-    #line 20 "../src/sokol/shader.glsl"
-        if (_19.fillType == 0)
+    #line 18 "../src/sokol/shader.glsl"
+        if (_18.fillType == 0)
         {
-    #line 22 "../src/sokol/shader.glsl"
-            out.frag_color = _19.colors[0];
+    #line 20 "../src/sokol/shader.glsl"
+            out.frag_color = _18.colors[0];
         }
         else
         {
-    #line 26 "../src/sokol/shader.glsl"
-            float f;
-            if (_19.fillType == 1)
+    #line 23 "../src/sokol/shader.glsl"
+            float _39;
+            if (_18.fillType == 1)
             {
-    #line 28 "../src/sokol/shader.glsl"
-                float2 _49 = _19.gradientEnd - _19.gradientStart;
-    #line 29 "../src/sokol/shader.glsl"
-                float _54 = _49.x;
-                float _60 = _49.y;
-    #line 30 "../src/sokol/shader.glsl"
-                f = dot(in.pos - _19.gradientStart, _49) / ((_54 * _54) + (_60 * _60));
+                _39 = in.gradient_uv.x;
             }
             else
             {
-    #line 34 "../src/sokol/shader.glsl"
-                f = distance(_19.gradientStart, in.pos) / distance(_19.gradientStart, _19.gradientEnd);
+                _39 = length(in.gradient_uv);
             }
-    #line 37 "../src/sokol/shader.glsl"
-    #line 38 "../src/sokol/shader.glsl"
-            float4 color = mix(_19.colors[0], _19.colors[1], float4(smoothstep(_19.stops[0].x, _19.stops[0].y, f)));
-    #line 39 "../src/sokol/shader.glsl"
+    #line 24 "../src/sokol/shader.glsl"
+    #line 25 "../src/sokol/shader.glsl"
+            float4 color = mix(_18.colors[0], _18.colors[1], float4(smoothstep(_18.stops[0].x, _18.stops[0].y, _39)));
+    #line 26 "../src/sokol/shader.glsl"
             for (int i = 1; i < 15; i++)
             {
-    #line 41 "../src/sokol/shader.glsl"
-                if (i >= (_19.stopCount - 1))
+    #line 28 "../src/sokol/shader.glsl"
+                if (i >= (_18.stopCount - 1))
                 {
-    #line 43 "../src/sokol/shader.glsl"
+    #line 30 "../src/sokol/shader.glsl"
                     break;
                 }
-    #line 46 "../src/sokol/shader.glsl"
-    #line 48 "../src/sokol/shader.glsl"
-    #line 47 "../src/sokol/shader.glsl"
-                int _124 = i + 1;
-    #line 48 "../src/sokol/shader.glsl"
-                color = mix(color, _19.colors[_124], float4(smoothstep(_19.stops[i / 4][i % 4], _19.stops[_124 / 4][_124 % 4], f)));
+    #line 33 "../src/sokol/shader.glsl"
+    #line 35 "../src/sokol/shader.glsl"
+    #line 34 "../src/sokol/shader.glsl"
+                int _91 = i + 1;
+    #line 35 "../src/sokol/shader.glsl"
+                color = mix(color, _18.colors[_91], float4(smoothstep(_18.stops[i / 4][i % 4], _18.stops[_91 / 4][_91 % 4], _39)));
             }
-    #line 50 "../src/sokol/shader.glsl"
+    #line 37 "../src/sokol/shader.glsl"
             out.frag_color = color;
         }
         return out;
     }
     
 */
-static const char fs_path_source_metal_macos[2100] = {
+static const char fs_path_source_metal_macos[1686] = {
     0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
     0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,
     0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a,
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 };
 #if !defined(SOKOL_GFX_INCLUDED)
   #error "Please include sokol_gfx.h before shader.h"
@@ -1366,33 +1459,36 @@
       desc.attrs[0].name = "position";
       desc.vs.source = vs_path_source_glsl330;
       desc.vs.entry = "main";
-      desc.vs.uniform_blocks[0].size = 64;
+      desc.vs.uniform_blocks[0].size = 96;
       desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
-      desc.vs.uniform_blocks[0].uniforms[0].name = "vs_path_params";
-      desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
-      desc.vs.uniform_blocks[0].uniforms[0].array_count = 4;
+      desc.vs.uniform_blocks[0].uniforms[0].name = "_22.mvp";
+      desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_MAT4;
+      desc.vs.uniform_blocks[0].uniforms[0].array_count = 1;
+      desc.vs.uniform_blocks[0].uniforms[1].name = "_22.fillType";
+      desc.vs.uniform_blocks[0].uniforms[1].type = SG_UNIFORMTYPE_INT;
+      desc.vs.uniform_blocks[0].uniforms[1].array_count = 1;
+      desc.vs.uniform_blocks[0].uniforms[2].name = "_22.gradientStart";
+      desc.vs.uniform_blocks[0].uniforms[2].type = SG_UNIFORMTYPE_FLOAT2;
+      desc.vs.uniform_blocks[0].uniforms[2].array_count = 1;
+      desc.vs.uniform_blocks[0].uniforms[3].name = "_22.gradientEnd";
+      desc.vs.uniform_blocks[0].uniforms[3].type = SG_UNIFORMTYPE_FLOAT2;
+      desc.vs.uniform_blocks[0].uniforms[3].array_count = 1;
       desc.fs.source = fs_path_source_glsl330;
       desc.fs.entry = "main";
-      desc.fs.uniform_blocks[0].size = 368;
+      desc.fs.uniform_blocks[0].size = 352;
       desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
-      desc.fs.uniform_blocks[0].uniforms[0].name = "_19.fillType";
+      desc.fs.uniform_blocks[0].uniforms[0].name = "_18.fillType";
       desc.fs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_INT;
       desc.fs.uniform_blocks[0].uniforms[0].array_count = 1;
-      desc.fs.uniform_blocks[0].uniforms[1].name = "_19.colors";
+      desc.fs.uniform_blocks[0].uniforms[1].name = "_18.colors";
       desc.fs.uniform_blocks[0].uniforms[1].type = SG_UNIFORMTYPE_FLOAT4;
       desc.fs.uniform_blocks[0].uniforms[1].array_count = 16;
-      desc.fs.uniform_blocks[0].uniforms[2].name = "_19.stops";
+      desc.fs.uniform_blocks[0].uniforms[2].name = "_18.stops";
       desc.fs.uniform_blocks[0].uniforms[2].type = SG_UNIFORMTYPE_FLOAT4;
       desc.fs.uniform_blocks[0].uniforms[2].array_count = 4;
-      desc.fs.uniform_blocks[0].uniforms[3].name = "_19.gradientStart";
-      desc.fs.uniform_blocks[0].uniforms[3].type = SG_UNIFORMTYPE_FLOAT2;
+      desc.fs.uniform_blocks[0].uniforms[3].name = "_18.stopCount";
+      desc.fs.uniform_blocks[0].uniforms[3].type = SG_UNIFORMTYPE_INT;
       desc.fs.uniform_blocks[0].uniforms[3].array_count = 1;
-      desc.fs.uniform_blocks[0].uniforms[4].name = "_19.gradientEnd";
-      desc.fs.uniform_blocks[0].uniforms[4].type = SG_UNIFORMTYPE_FLOAT2;
-      desc.fs.uniform_blocks[0].uniforms[4].array_count = 1;
-      desc.fs.uniform_blocks[0].uniforms[5].name = "_19.stopCount";
-      desc.fs.uniform_blocks[0].uniforms[5].type = SG_UNIFORMTYPE_INT;
-      desc.fs.uniform_blocks[0].uniforms[5].array_count = 1;
       desc.label = "rive_tess_path_shader";
     }
     return &desc;
@@ -1407,12 +1503,12 @@
       desc.vs.source = vs_path_source_hlsl5;
       desc.vs.d3d11_target = "vs_5_0";
       desc.vs.entry = "main";
-      desc.vs.uniform_blocks[0].size = 64;
+      desc.vs.uniform_blocks[0].size = 96;
       desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
       desc.fs.source = fs_path_source_hlsl5;
       desc.fs.d3d11_target = "ps_5_0";
       desc.fs.entry = "main";
-      desc.fs.uniform_blocks[0].size = 368;
+      desc.fs.uniform_blocks[0].size = 352;
       desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
       desc.label = "rive_tess_path_shader";
     }
@@ -1425,11 +1521,11 @@
       valid = true;
       desc.vs.source = vs_path_source_metal_macos;
       desc.vs.entry = "main0";
-      desc.vs.uniform_blocks[0].size = 64;
+      desc.vs.uniform_blocks[0].size = 96;
       desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
       desc.fs.source = fs_path_source_metal_macos;
       desc.fs.entry = "main0";
-      desc.fs.uniform_blocks[0].size = 368;
+      desc.fs.uniform_blocks[0].size = 352;
       desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140;
       desc.label = "rive_tess_path_shader";
     }
diff --git a/tess/src/sokol/shader.glsl b/tess/src/sokol/shader.glsl
index 575cc24..b52c05d 100644
--- a/tess/src/sokol/shader.glsl
+++ b/tess/src/sokol/shader.glsl
@@ -34,14 +34,27 @@
 @vs vs_path
 uniform vs_path_params {
     mat4 mvp;
+    int fillType;
+    vec2 gradientStart;
+    vec2 gradientEnd;
 };
 
 in vec2 position;
-out vec2 pos;
+out vec2 gradient_uv;
 
 void main() {
-    pos = position;
     gl_Position =  mvp * vec4(position, 0.0, 1.0);
+    
+    if(fillType == 1) {
+        // Linear gradient.
+        vec2 toEnd = gradientEnd - gradientStart;
+        float lengthSquared = toEnd.x * toEnd.x + toEnd.y * toEnd.y;
+        gradient_uv.x = dot(position - gradientStart, toEnd) / lengthSquared;
+    }
+    else if(fillType == 2) {
+        // fillType == 2 (Radial gradient)
+        gradient_uv = (position - gradientStart) / distance(gradientStart, gradientEnd);
+    }
 }
 @end
 
@@ -51,12 +64,10 @@
     int fillType;
     vec4 colors[16];
     vec4 stops[4];
-    vec2 gradientStart;
-    vec2 gradientEnd;
     int stopCount;
 };
 
-in vec2 pos;
+in vec2 gradient_uv;
 out vec4 frag_color;
 
 void main() {
@@ -65,18 +76,7 @@
         frag_color = colors[0];
     }
     else {
-        float f;
-        if(fillType == 1) {
-            // Linear gradient.
-            vec2 toEnd = gradientEnd - gradientStart;
-            float lengthSquared = toEnd.x * toEnd.x + toEnd.y * toEnd.y;
-            f = dot(pos - gradientStart, toEnd) / lengthSquared;
-        }
-        else {
-            // fillType == 2 (Radial gradient)
-            f = distance(gradientStart, pos) / distance(gradientStart, gradientEnd);
-        }
-
+        float f = fillType == 1 ? gradient_uv.x : length(gradient_uv);
         vec4 color =
             mix(colors[0], colors[1], smoothstep(stops[0][0], stops[0][1], f));
         for (int i = 1; i < 15; ++i)
diff --git a/tess/src/sokol/sokol_tess_renderer.cpp b/tess/src/sokol/sokol_tess_renderer.cpp
index a77a86a..acd0113 100644
--- a/tess/src/sokol/sokol_tess_renderer.cpp
+++ b/tess/src/sokol/sokol_tess_renderer.cpp
@@ -636,18 +636,18 @@
         m_end = Vec2D(cx + radius, cy);
     }
 
-    void bind(fs_path_uniforms_t& uniforms) {
+    void bind(vs_path_params_t& vertexUniforms, fs_path_uniforms_t& fragmentUniforms) {
         auto stopCount = m_stops.size();
-        uniforms.fillType = m_type;
-        uniforms.stopCount = stopCount;
-        uniforms.gradientStart = m_start;
-        uniforms.gradientEnd = m_end;
+        vertexUniforms.fillType = fragmentUniforms.fillType = m_type;
+        vertexUniforms.gradientStart = m_start;
+        vertexUniforms.gradientEnd = m_end;
+        fragmentUniforms.stopCount = stopCount;
         for (int i = 0; i < stopCount; i++) {
             auto colorBufferIndex = i * 4;
             for (int j = 0; j < 4; j++) {
-                uniforms.colors[i][j] = m_colors[colorBufferIndex + j];
+                fragmentUniforms.colors[i][j] = m_colors[colorBufferIndex + j];
             }
-            uniforms.stops[i / 4][i % 4] = m_stops[i];
+            fragmentUniforms.stops[i / 4][i % 4] = m_stops[i];
         }
     }
 };
@@ -737,10 +737,11 @@
 
     void shader(rcp<RenderShader> shader) override { m_shader = shader; }
 
-    void draw(SokolRenderPath* path) {
+    void draw(vs_path_params_t& vertexUniforms, SokolRenderPath* path) {
         if (m_shader) {
-            static_cast<SokolGradient*>(m_shader.get())->bind(m_uniforms);
+            static_cast<SokolGradient*>(m_shader.get())->bind(vertexUniforms, m_uniforms);
         }
+        sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vs_params, SG_RANGE_REF(vertexUniforms));
         sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_fs_path_uniforms, SG_RANGE_REF(m_uniforms));
         if (m_stroke != nullptr) {
             if (m_strokeDirty) {
@@ -943,9 +944,8 @@
         case BlendMode::multiply: setPipeline(m_pathMultiplyPipeline[m_clipCount]); break;
         default: setPipeline(m_pathScreenPipeline[m_clipCount]); break;
     }
-    sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vs_params, SG_RANGE_REF(vs_params));
 
-    static_cast<SokolRenderPaint*>(paint)->draw(static_cast<SokolRenderPath*>(path));
+    static_cast<SokolRenderPaint*>(paint)->draw(vs_params, static_cast<SokolRenderPath*>(path));
 }
 
 SokolRenderImage::SokolRenderImage(const uint8_t* bytes, uint32_t width, uint32_t height) :