22.4 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 chapter 26 Shading Internals for more details.

void fz_fill_shade(fz_context *ctx, fz_device *dev, fz_shade *shade, const fz_matrix *ctm, float alpha, const fz_color_params *color_params);