layout(set = 0, binding = 0) uniform sampler2D startTexture;
layout(set = 1, binding = 0) uniform sampler2D endTexture;
-layout(location = 0) out vec4 color;
+layout(location = 0) out vec4 outColor;
vec3
multiply (vec3 source, vec3 backdrop, float opacity)
return mix (source, result, opacity);
}
+float
+lum (vec3 c)
+{
+ return 0.3 * c.r + 0.59 * c.g + 0.11 * c.b;
+}
+
+vec3
+clip_color (vec3 c)
+{
+ float l = lum (c);
+ float n = min (c.r, min (c.g, c.b));
+ float x = max (c.r, max (c.g, c.b));
+ if (n < 0) c = l + (((c - l) * l) / (l - n));
+ if (x > 1) c = l + (((c - l) * (1 - l)) / (x - l));
+ return c;
+}
+
+vec3
+set_lum (vec3 c, float l)
+{
+ float d = l - lum (c);
+ return clip_color (vec3 (c.r + d, c.g + d, c.b + d));
+}
+
+float
+sat (vec3 c)
+{
+ return max (c.r, max (c.g, c.b)) - min (c.r, min (c.g, c.b));
+}
+
+vec3
+set_sat (vec3 c, float s)
+{
+ float cmin = min (c.r, min (c.g, c.b));
+ float cmax = max (c.r, max (c.g, c.b));
+ vec3 res;
+
+ if (cmax == cmin)
+ res = vec3 (0, 0, 0);
+ else
+ {
+ if (c.r == cmax)
+ {
+ if (c.g == cmin)
+ {
+ res.b = ((c.b - cmin) * s) / (cmax - cmin);
+ res.g = 0;
+ }
+ else
+ {
+ res.g = ((c.g - cmin) * s) / (cmax - cmin);
+ res.b = 0;
+ }
+ res.r = s;
+ }
+ else if (c.g == cmax)
+ {
+ if (c.r == cmin)
+ {
+ res.b = ((c.b - cmin) * s) / (cmax - cmin);
+ res.r = 0;
+ }
+ else
+ {
+ res.r = ((c.r - cmin) * s) / (cmax - cmin);
+ res.b = 0;
+ }
+ res.g = s;
+ }
+ else
+ {
+ if (c.r == cmin)
+ {
+ res.g = ((c.g - cmin) * s) / (cmax - cmin);
+ res.r = 0;
+ }
+ else
+ {
+ res.r = ((c.r - cmin) * s) / (cmax - cmin);
+ res.g = 0;
+ }
+ res.b = s;
+ }
+ }
+ return res;
+}
+
+vec3
+color (vec3 source, vec3 backdrop, float opacity)
+{
+ vec3 result = set_lum (source, lum (backdrop));
+ return mix (source, result, opacity);
+}
+
+vec3
+hue (vec3 source, vec3 backdrop, float opacity)
+{
+ vec3 result = set_lum (set_sat (source, sat (backdrop)), lum (backdrop));
+ return mix (source, result, opacity);
+}
+
+vec3
+saturation (vec3 source, vec3 backdrop, float opacity)
+{
+ vec3 result = set_lum (set_sat (backdrop, sat (source)), lum (backdrop));
+ return mix (source, result, opacity);
+}
+
+vec3
+luminosity (vec3 source, vec3 backdrop, float opacity)
+{
+ vec3 result = set_lum (backdrop, lum (source));
+ return mix (source, result, opacity);
+}
+
float
combine (float source, float backdrop)
{
rgb = difference (source.rgb, backdrop.rgb, backdrop.a);
else if (inBlendMode == 11)
rgb = exclusion (source.rgb, backdrop.rgb, backdrop.a);
+ else if (inBlendMode == 12)
+ rgb = color (source.rgb, backdrop.rgb, backdrop.a);
+ else if (inBlendMode == 13)
+ rgb = hue (source.rgb, backdrop.rgb, backdrop.a);
+ else if (inBlendMode == 14)
+ rgb = saturation (source.rgb, backdrop.rgb, backdrop.a);
+ else if (inBlendMode == 15)
+ rgb = luminosity (source.rgb, backdrop.rgb, backdrop.a);
else
discard;
- color = clip (inPos, vec4 (rgb, a));
+ outColor = clip (inPos, vec4 (rgb, a));
}