cos(config.angle * (M_PI / 180)));
float in_radius = (float)config.in_radius / 100 * gradient_size;
glUniform1f(glGetUniformLocation(frag, "in_radius"), in_radius);
float out_radius = (float)config.out_radius / 100 * gradient_size;
glUniform1f(glGetUniformLocation(frag, "out_radius"), out_radius);
cos(config.angle * (M_PI / 180)));
float in_radius = (float)config.in_radius / 100 * gradient_size;
glUniform1f(glGetUniformLocation(frag, "in_radius"), in_radius);
float out_radius = (float)config.out_radius / 100 * gradient_size;
glUniform1f(glGetUniformLocation(frag, "out_radius"), out_radius);