GL: 3D gradients are rendered wrong
Here's a node test: perspective-linear-gradient-gl.node
clip {
clip: 0 -25 50 50;
child: transform {
transform: perspective(100) rotateY(45);
child: linear-gradient {
bounds: 0 -100 200 200;
start: 0 -100;
end: 0 100;
stops: 0.5 red,
0.5 lime;
}
}
}
It's a 45 degree perspective rotation to the back, with a clip around it to remove the 3d artifacts, so that it can produce a reproducible output, which should look like this:
This is exactly what you get when you force fallback rendering for linear gradients.
This is however not what you get if you use the linear gradient shader.