Shadings

Shaded areas (such as radial, linear and mesh based shadings) are rendered by filling a (normally) clipped region with a shade. This is achieved by calling fz_fill_shade. See Shadings Shadings for more details.


\begin{lstlisting}
void fz_fill_shade(fz_context *ctx, fz_device *dev, fz_shade ...
...matrix *ctm, float alpha, const fz_color_params *color_params);
\end{lstlisting}